UnityEditor查找引用和批量替换资源工具

Unity3d编辑器工具-资源引用查找
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因为UI资源迭代需要根据资源引用进行查找批量替换新资源

直接上代码:

using System.Diagnostics;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEditor;

using Vector2 = UnityEngine.Vector2;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;

namespace MeEditorFramework{
    public class MeEditorWindow : EditorWindow
    {
        [MenuItem("MeEditor/UITool")]
        static void OpenGUILayoutExample(){
            MeEditorWindow window = (MeEditorWindow)EditorWindow
			.GetWindow(typeof(MeEditorWindow), false, "UI常用工具整合", true);
		    window.Show();
            // GetWindow<MeEditorWindow>().Show();
        }
        enum PageId{
            search
        }
        private PageId mCurPageId;
        private void OnGUI(){
            mCurPageId = (PageId)GUILayout.Toolbar((int)mCurPageId,Enum.GetNames(typeof(PageId)));
            if(mCurPageId == PageId.search){
                searchInit();
            }
        }
        #region search
        private static Object findObj;
        private static Object newObj;

        private List<Object> result = new List<Object>();
        private Vector2 scrollPos = new Vector2();
        private bool checkPrefab = true;
        private bool checkScene = true;
        private bool checkMaterial = true;
        private string filter = "";
        private string oldfilter = "";
        private string[] guids;
        private bool isfirst = true;
        private List<string> prefabpathlist = new List<string>();
        private static string searchStr = "";
        private int len = 0;
        /// <summary>
        ///    查找图片预制件引用  根据文字搜索prefab
        /// </summary>
        private void searchInit() {

            EditorGUILayout.BeginVertical();
            // 资源排查情况
            // 1 直接转移文件到子common  实现复制资源到新目录
            // 3 整个prefab的替换 替换原来的prefab为新的通用prefab 注意:数据绑定要拷贝过来  文本绑定需要拷贝 情况比较复杂需要特别查看
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.LabelField("UI常用控件整合");
               
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.LabelField("查询图片",GUILayout.Width(60));
                findObj = EditorGUILayout.ObjectField(findObj, typeof(Object), true);
            }
            EditorGUILayout.EndHorizontal();
        
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.LabelField("查询字符",GUILayout.Width(60));
                searchStr = EditorGUILayout.TextField(searchStr);
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            {
                if (GUILayout.Button("查找引用",GUILayout.MinWidth(100),GUILayout.MinHeight(30))) {
                    result.Clear();
                    string assetGuid = "";
                    // 循环读取目录查找每个文件
                    Debug.Log("查找"+searchStr);
                    if (findObj == null) {
                        // 字符查询
      
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