查找使用过图片的预制体

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Collections.Generic;

public class FindReferences : EditorWindow
{
    [MenuItem("自定义工具/检查图片资源/替换通用资源")]
    public static void ShowWindow()
    {
        EditorWindow.GetWindow(typeof(FindReferences), false, "替换通用资源");
    }

    private UnityEngine.Object OnCheckFolder;                           //检测模型文件夹目录
    private UnityEngine.Object Pictures;                                //需要查找的图片
    private List<Object> ViewObject = new List<Object>();               //使用过的View
    private List<Object> PicturesObj_list = new List<Object>();         //重复的图片list
    private Vector2 m_v2ScrollPos;                                      

    void OnGUI()
    {
        if (OnCheckFolder == null)
        {          
            OnCheckFolder = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>("Assets/Game");
        }
        OnCheckFolder = EditorGUILayout.ObjectField("拖入搜索目录", OnCheckFolder, typeof(UnityEngine.Object), false);
        Pictures = EditorGUILayout.ObjectField("拖入检查的图片", Pictures, typeof(UnityEngine.Object), false);

        if (Pictures!= null && GUILayout.Button("开始查找", GUILayout.Width(80)))
        {
            string[] assetsPath = this.GetFlodString(OnCheckFolder);
            this.GetMD5(assetsPath, Pictures);


            if (PicturesObj_list.Count > 0)
            {
                this.Find(assetsPath, PicturesObj_list);
            }
        }

        if (PicturesObj_list.Count > 0)
        {
            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("相同的图片", GUILayout.Width(60));
            GUILayout.EndHorizontal();

            for (var nIdx = 0; nIdx < PicturesObj_list.Count; nIdx++)
            {
                var obj = PicturesObj_list[nIdx];

                GUILayout.BeginHorizontal();
                EditorGUILayout.ObjectField(obj, typeof(GameObject), false, GUILayout.Width(170));
                GUILayout.EndHorizontal();
            }
        }


        if (ViewObject.Count > 0)
        {
            GUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("序号", GUILayout.Width(50));
            EditorGUILayout.LabelField("使用过此类图片的预制体", GUILayout.Width(170));
            GUILayout.EndHorizontal();

            m_v2ScrollPos = EditorGUILayout.BeginScrollView(m_v2ScrollPos, GUILayout.Width(300), GUILayout.Height(300));
            for (var nIdx = 0; nIdx < ViewObject.Count; nIdx++)
            {
                var obj = ViewObject[nIdx];

                GUILayout.BeginHorizontal();
                EditorGUILayout.LabelField((nIdx).ToString(), GUILayout.Width(50));
                EditorGUILayout.ObjectField(obj, typeof(GameObject), false, GUILayout.Width(170));
                GUILayout.EndHorizontal();
            }

            EditorGUILayout.EndScrollView();
        }
    }
    /// <summary>
    /// 查找使用过图片的预制体
    /// </summary>
    /// <param name="FoldassetsPath">查找的支援目录路径</param>
    /// <param name="ListPictures">图片集路径</param>
    private void Find(string[] FoldassetsPath, List<Object> ListPictures)
    {
        ViewObject.Clear();

        string[] files = FoldassetsPath;
        int startIndex = 0;

        EditorApplication.update = delegate ()
        {
            string file = files[startIndex];

            bool isCancel = EditorUtility.DisplayCancelableProgressBar("匹配资源中", file, (float)startIndex / (float)files.Length);

            for (var nIdx = 0; nIdx < ListPictures.Count; nIdx++)
            {
                var obj = ListPictures[nIdx];
                string Pictures_path = AssetDatabase.GetAssetPath(obj);
                string guid = AssetDatabase.AssetPathToGUID(Pictures_path);

                if (Regex.IsMatch(File.ReadAllText(file), guid))
                {
                    //Debug.Log(file, AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(file)));
                    Object PictureObject1 = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(GetRelativeAssetsPath(file));
                    ViewObject.Add(PictureObject1);
                }
            }

            startIndex++;

            if (isCancel || startIndex >= files.Length)
            {
                EditorUtility.ClearProgressBar();
                EditorApplication.update = null;
                startIndex = 0;
                Debug.Log("匹配结束");
            }
        };
    }
    
    /// <summary>
    /// 查找相同的图片
    /// </summary>
    /// <param name="FoldassetsPath">查询文件夹地址</param>
    /// <param name="Pictures">图片地址</param>
    private void GetMD5(string[] FoldassetsPath, Object Pictures)
    {
        if (!Pictures)
        {
            Debug.LogError("文件夹获取错误,请检查!");
            return;
        }

        PicturesObj_list.Clear();
        string filemdPicture = null;
        string[] assetsPath = FoldassetsPath;
        Dictionary<string, string> MD5Dic = new Dictionary<string, string>();

        System.Security.Cryptography.MD5 md5 = System.Security.Cryptography.MD5.Create();
        byte[] Picturesmd5bytes = md5.ComputeHash(getTextureByte(AssetDatabase.GetAssetPath(Pictures)));
        filemdPicture = System.BitConverter.ToString(Picturesmd5bytes).Replace("-", "");

        MD5Dic.Add(filemdPicture, AssetDatabase.GetAssetPath(Pictures));

        string filemd5 = null;

        for (int i = 0; i < assetsPath.Length; i++)
        {
            //过滤meta和prefab文件
            if (assetsPath[i].EndsWith(".png"))
            {
                byte[] md5bytes = md5.ComputeHash(getTextureByte(assetsPath[i]));
                filemd5 = System.BitConverter.ToString(md5bytes).Replace("-", "");

                //存入字典,检验重复资源
                if (MD5Dic.ContainsKey(filemd5))
                {
                    //Debug.LogError("资源 重复:MD5:" + filemd5 + ",\n path:" + assetsPath[i] + "\n path:" + MD5Dic[filemd5]);

                    Object PictureObject1 = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetsPath[i]);

                    PicturesObj_list.Add(PictureObject1);
                }
            }
        }
    }

    static private string GetRelativeAssetsPath(string path)
    {
        return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
    }

    private string[] GetFlodString(Object OnCheckFolder)
    {
        string StrCheckFolderPath = AssetDatabase.GetAssetPath(OnCheckFolder);
        List<string> withoutExtensions = new List<string>() { ".prefab", ".unity", ".mat", ".asset", ".png" };
        string[] assetsPath = Directory.GetFiles(StrCheckFolderPath, "*.*", SearchOption.AllDirectories).Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();

        //string StrCheckFolderPath = AssetDatabase.GetAssetPath(OnCheckFolder);
        //string[] assetsPath = Directory.GetFiles(StrCheckFolderPath, "*.*", SearchOption.AllDirectories);
        return assetsPath;
    }
    /// <summary>
    /// 根据图片路径返回字节流
    /// </summary>
    /// <param name="texturePath"></param>
    /// <returns></returns>
    static byte[] getTextureByte(string assetsPath)
    {
        FileStream file = new FileStream(assetsPath, FileMode.Open);
        byte[] txByte = new byte[file.Length];
        file.Read(txByte, 0, txByte.Length);
        file.Close();
        return txByte;
    }
}

 

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