AssetDatabase.FindAssets()

纯粹是为了加深记忆,没什么技术含量。首先来看手册解释。https://docs.unity3d.com/ScriptReference/AssetDatabase.FindAssets.html

AssetDatabase.FindAssets

public static string[] FindAssets(string filter);

public static string[] FindAssets(string filter, string[] searchInFolders);

Parameters

filterThe filter string can contain search data. See below for details about this string.
searchInFoldersThe folders where the search will start.

Returns

string[] Array of matching asset. Note that GUIDs will be returned.

Description

Search the asset database using the search filter string.

FindAssets allows you to search for Assets. The string argument can provide names, labels or types (classnames). The filter string can include:

Name: Filter assets by their filename (without extension). Words separated by whitespace are treated as a separate name searches. So, for example "test asset", is a name of an Asset which will be searched for. Note that name: can be used to identify an asset. Further, the name used in the filter string can be specified as a subsection. For example the test asset example above can be matched using test.

Labels: Assets can have labels attached to them. Assets with particular labels can be found use the keyword 'l:' before each label. This indicates that the string is searching for labels.

Types: Find assets based on explicitly identified types. The keyword 't:' is used as a way to specify that typed assets are being looked for. If more than one type is included in the filter string then assets that match one class will be returned. Types can either be builtin types such as Texture2D or user created script classes. User created classes are assets created from a ScriptableObject class in the project. If all assets are wanted use Object as all assets derive from Object. Specifying one or more folders using the searchInFolders argument will limit the searching to these folders and their child folders. This is faster than searching all assets in all folders.

Note: Searching is case insensitive.

做个实验:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;


public class ScriptObj : ScriptableObject
{
    public void Awake()
    {
        Debug.Log("ScriptObj created");
    }
}

// Use ScriptObj to show how AssetDabase.FindAssets can be used
public class ExampleAssetDatabase
{
    static ScriptObj testI;
    static ScriptObj testJ;
    static ScriptObj testK;

    [MenuItem("Examples/FindAssets Example")]
    static void ExampleScript()
    {
        CreateAssets();
        NamesExample();
        LabelsExample();
        TypesExample();
    }

    static void CreateAssets()
    {
        testI = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj));
        AssetDatabase.CreateAsset(testI, "Assets/AssetFolder/testI.asset");

        testJ = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj));
        AssetDatabase.CreateAsset(testJ, "Assets/AssetFolder/testJ.asset");

        // create an asset in a sub-folder and with a name which contains a space
        testK = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj));
        AssetDatabase.CreateAsset(testK, "Assets/AssetFolder/SpecialFolder/testK example.asset");

        // an asset with a material will be used later
        Material material = new Material(Shader.Find("Standard"));
        AssetDatabase.CreateAsset(material, "Assets/AssetFolder/SpecialFolder/MyMaterial.mat");
    }

    static void NamesExample()
    {
        Debug.Log("*** FINDING ASSETS BY NAME ***");

        string[] results;

        results = AssetDatabase.FindAssets("testI");
        foreach (string guid in results)
        {
            Debug.Log("testI: " + AssetDatabase.GUIDToAssetPath(guid));
        }

        results = AssetDatabase.FindAssets("testJ");
        foreach (string guid in results)
        {
            Debug.Log("testJ: " + AssetDatabase.GUIDToAssetPath(guid));
        }

        results = AssetDatabase.FindAssets("testK example");
        foreach (string guid in results)
        {
            Debug.Log("testK example: " + AssetDatabase.GUIDToAssetPath(guid));
        }

        Debug.Log("*** More complex asset search ***");

        // find all assets that contain test (which is all assets)
        results = AssetDatabase.FindAssets("test");
        foreach (string guid in results)
        {
            Debug.Log("name:test - " + AssetDatabase.GUIDToAssetPath(guid));
        }
    }

    static void LabelsExample()
    {
        Debug.Log("*** FINDING ASSETS BY LABELS ***");

        string[] setLabels;

        setLabels = new string[] { "wrapper" };
        AssetDatabase.SetLabels(testI, setLabels);

        setLabels = new string[] { "bottle", "banana", "carrot" };
        AssetDatabase.SetLabels(testJ, setLabels);

        setLabels = new string[] { "swappable", "helmet" };
        AssetDatabase.SetLabels(testK, setLabels);

        // label searching:
        //   testI has wrapper, testK has swappable, so both have 'app'
        //   testJ has bottle, so have a label searched as 'bot'
        string[] getGuids = AssetDatabase.FindAssets("l:app l:bot");
        foreach (string guid in getGuids)
        {
            Debug.Log("label lookup: " + AssetDatabase.GUIDToAssetPath(guid));
        }
    }

    static void TypesExample()
    {
        Debug.Log("*** FINDING ASSETS BY TYPE ***");

        string[] guids;

        // search for a ScriptObject called ScriptObj
        guids = AssetDatabase.FindAssets("t:ScriptObj");
        foreach (string guid in guids)
        {
            Debug.Log("ScriptObj: " + AssetDatabase.GUIDToAssetPath(guid));
        }

        guids = AssetDatabase.FindAssets("t:ScriptObj l:helmet");
        foreach (string guid in guids)
        {
            Debug.Log("ScriptObj+bottle: " + AssetDatabase.GUIDToAssetPath(guid));
        }
    }
}


结果如下:

 

 

在Unity项目文件夹下:

 

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