通过script搜索对应的prefab的工具

工作中,有时会重构代码,有可能会重构继承MonoBehaviour的类,这时如果删除一些变量可能会影响到prefab的引用(因为有时这些引用名字每个类写的东不太一样,没办法通过代码搜索全部出来)。这时我特别想有个工具能通过我给的script然后返回有引用的prefab给我。

所以我决定自己写这个工具。

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

public class ScriptReferenceSearch : EditorWindow
{
    private static EditorWindow window;

    private string m_ScriptName = "";

    private string prefabNames;

    [MenuItem("GameTools/资源查找/查找Script对应引用的prefab")]
    public static void ShowWindow()
    {
        //Show existing window instance. If one doesn't exist, make one.
        window = EditorWindow.GetWindow(typeof(ScriptReferenceSearch));
    }

    void OnGUI()
    {
        GUILayout.Label("查找prefab", EditorStyles.boldLabel);
        
        m_ScriptName = EditorGUILayout.TextField("输入Script名:", m_ScriptName);

        if (GUILayout.Button("查找"))
        {
            if (string.IsNullOrEmpty(m_ScriptName))
            {
                EditorUtility.DisplayDialog("请输入一个有效的Script名", "提示", "确定");
                return;
            }
            System.Reflection.Assembly assembly = HierarchyUtils.GetAssembly();
            Type type = assembly.GetType(m_ScriptName);
            if (type == null)
            {
                EditorUtility.DisplayDialog("没找到该类:" + m_ScriptName, "提示", "确定");
                return;
            }
            List<string> prefabNames = FindScriptInPrefab(type);
            ShowPrefabNameEditor.ShowWindow(prefabNames);
        }
    }

    private List<string> FindScriptInPrefab(Type scriptName)
    {
        
        List<string> prefabNames = new List<string>();

        string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
        foreach (string prefab in prefabs)
        {
            GameObject go = AssetDatabase.LoadAssetAtPath(prefab, typeof(GameObject)) as GameObject;
            if (go != null)
            {
                //Debug.LogError("scriptName:" + scriptName);
                var component = go.GetComponentsInChildren(scriptName, true);
                if (component != null && component.Length > 0)
                {
                    foreach(var name in component)
                    {
                        prefabNames.Add(prefab + "_" + name);
                    }
                }
            }
        }

        return prefabNames;
    }
}

public class ShowPrefabNameEditor : EditorWindow
{
    private static List<string> PrefabNames = new List<string>();

    public static void ShowWindow(List<string> prefabNames)
    {
        PrefabNames = prefabNames;
        //创建窗口
        Rect wr = new Rect(0, 0, 500, 500);
        ShowPrefabNameEditor window = (ShowPrefabNameEditor)EditorWindow.GetWindowWithRect(typeof(ShowPrefabNameEditor), wr, true, "prefabName");
        window.Show();

    }

    //输入文字的内容
    private string text;

    //绘制窗口时调用
    void OnGUI()
    {
        StringBuilder strBuilder = new StringBuilder();
        int count = PrefabNames.Count;
        for (int i = 0; i < count; i++)
        {
            if (i == 0)
            {
                strBuilder.Append(PrefabNames[i]);
            }
            else
            {
                strBuilder.Append("\n");
                strBuilder.Append(PrefabNames[i]);
            }
        }

        //输入框控件
        GUILayoutOption[] layouts = { GUILayout.MaxHeight(500) };
        text = EditorGUILayout.TextField("查找结果:", strBuilder.ToString(), layouts);
    }
}

当然我这里时全局查找,如果你想局部查找,只需修改对应的Directory.GetFiles的路径即可。

这里要说明一下HierarchyUtils.GetAssembly()。这个方法时在Assembly-CSharp.dll下的方法执行的。方式编写很简单

public static System.Reflection.Assembly GetAssembly()
    {
        System.Reflection.Assembly assembly = System.Reflection.Assembly.GetExecutingAssembly();
        return assembly;
    }

就是通过反射获取所有的类。

 

为什么要在Assembly-CSharp.dll写而不直接在editor下直接写呢?

这是因为在editor下写的话他获取出来的只是Assembly-CSharp-Editor这个dll下的所有类。但我们实际上并不想获取这下面的类,因为这下面的都是editor的,并不会应用到运行时代码。所以必须写在Assembly-CSharp.dll下的方法才行。

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