有的时候我们要管理资源,需要知道一个脚本或者一张图片有没有被引用,能不能删除。看到雨松大大的一篇文章正好是实现的这个功能,这里把脚本提取出来。
原本地址:Unity3D研究院之查找资源被哪里引用了
新建一个FindReferences.cs脚本,然后将如下能内容复制进去:
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
public class FindReferences
{
[MenuItem("Assets/Find References", false, 130)]
static private void Find()
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (!string.IsNullOrEmpty(path))
{
string guid = AssetDatabase.AssetPathToGUID(path);
string withoutExtensions = "*.prefab*.unity*.mat*.asset";
string[] files = Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
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);
if (Regex.IsMatch(File.ReadAllText(file), guid))
{
Debug.Log(file, AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(file)));
}
startIndex++;
if (isCancel || startIndex >= files.Length)
{
EditorUtility.ClearProgressBar();
EditorApplication.update = null;
startIndex = 0;
Debug.Log("匹配结束");
}
};
}
}
[MenuItem("Assets/Find References", true)]
static private bool VFind()
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
return (!string.IsNullOrEmpty(path));
}
static private string GetRelativeAssetsPath(string path)
{
return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
}
}
之后再Project视图里右击要查看的资源就可以选择Find References来进行搜索。
By:蒋志杰