Unity3D研究院之查找资源被哪里引用了
https://www.xuanyusong.com/archives/4207
Unity提供了一个方法 AssetDatabase.GetDependencies(),但是它只能查找这个资源引用了那些资源。 但是我想要的是查找某个资源被那些资源引用了,这是两种相反的查找公式。 其实网上也有很多这样的插件了,似乎代码量都太多了。昨天晚上加班时脑洞打开,想到了一个简单的方法。通过GUID全局搜索匹配。。几行代码就能搞定~~
如下图所示,右键随便选择一个资源,点击 Find References。
然后开始匹配资源。
匹配结束后会把匹配到的资源Log出来。以下代码直接放到你的工程里就可以直接用。
C#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 | using UnityEngine; using System.Collections; using UnityEditor; using System.IO; using System.Linq; using System.Text; using System.Text.RegularExpressions; using System.Collections.Generic;
public class FindReferences {
[MenuItem("Assets/Find References", false, 10)] static private void Find() { EditorSettings.serializationMode = SerializationMode.ForceText; string path = AssetDatabase.GetAssetPath(Selection.activeObject); if (!string.IsNullOrEmpty(path)) { string guid = AssetDatabase.AssetPathToGUID(path); List withoutExtensions = new List(){".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('\\', '/'); } } |
美中不足的地方就是查找速度了。。其实正则表达式匹配的速度还是很快,慢的地方是File.ReadAllText(file) 如果大家有更好的办法,欢迎推荐~
今天我无意发现了一个更快的方法,可惜只能在mac上用。比我上面的方法要快N倍啊,快的丧心病狂啊~欢迎大家用啊~~。。。
https://gist.github.com/jringrose/617d4cba87757591ce28
C#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 | using UnityEngine; using System.Collections; using UnityEditor; using System.Collections.Generic;
public class FindProject { #if UNITY_EDITOR_OSX [MenuItem("Assets/Find References In Project", false, 2000)] private static void FindProjectReferences() { string appDataPath = Application.dataPath; string output = ""; string selectedAssetPath = AssetDatabase.GetAssetPath (Selection.activeObject); List<string> references = new List<string>(); string guid = AssetDatabase.AssetPathToGUID (selectedAssetPath); var psi = new System.Diagnostics.ProcessStartInfo(); psi.WindowStyle = System.Diagnostics.ProcessWindowStyle.Maximized; psi.FileName = "/usr/bin/mdfind"; psi.Arguments = "-onlyin " + Application.dataPath + " " + guid; psi.UseShellExecute = false; psi.RedirectStandardOutput = true; psi.RedirectStandardError = true; System.Diagnostics.Process process = new System.Diagnostics.Process(); process.StartInfo = psi; process.OutputDataReceived += (sender, e) => { if(string.IsNullOrEmpty(e.Data)) return; string relativePath = "Assets" + e.Data.Replace(appDataPath, ""); // skip the meta file of whatever we have selected if(relativePath == selectedAssetPath + ".meta") return; references.Add(relativePath); }; process.ErrorDataReceived += (sender, e) => { if(string.IsNullOrEmpty(e.Data)) return; output += "Error: " + e.Data + "\n"; }; process.Start(); process.BeginOutputReadLine(); process.BeginErrorReadLine(); process.WaitForExit(2000); foreach(var file in references){ output += file + "\n"; Debug.Log(file, AssetDatabase.LoadMainAssetAtPath(file)); } Debug.LogWarning(references.Count + " references found for object " + Selection.activeObject.name + "\n\n" + output); } #endif |