几轮迭代之后项目存在无效资源,借助小工具查找无用资源:
1.获得project所有文件 allRes
2.获取每个文件的依赖文件,组合一个依赖文件列表 dependenciesFileList
3.遍历allRes
file 是否在dependenciesFileList
在 跳过
不在 记录 找到了无效文件
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
namespace CZGame
{
namespace feicun.Assets.UnityLib.Editor
{
public class ShowAllNotUseResourceDeal
{
[MenuItem("AssetTools/资源检查")]
public static void ShowAllNotUseResource()
{
EditorWindow.GetWindow(typeof(ShowAllNotUseResource),false,"资源检查"); //>(false,"",true);
}
}
}
public class ShowAllNotUseResource : EditorWindow
{
private static List<string> checkType = new List<string>();
private static List<string> allResource = new List<string>(); //所有使用资源
private static List<string> notUseReource = new List<string>(); //没有使用过的资源
static Dictionary<string, List<string>> mapReferenceOtherModulePref = new Dictionary<string, List<string>>();
Vector2 scrollPos = Vector2.zero;
private static void StartCheck()
{
List<string> withoutExtensions = new List<string>() { ".prefab",".unity" };
string[] files = Directory.GetFiles(Application.dataPath + "", "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
List<string> withoutExtensions2 = new List<string>() {".prefab"};
//所有project 里面的资源
string[] UIReource = Directory.GetFiles(Application.dataPath + "", "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions2.Contains(Path.GetExtension(s).ToLower())).ToArray();
for (int i = 0; i < UIReource.Length; i++)
{
UIReource[i] = UIReource[i].Replace("\\", "/");
int index = UIReource[i].IndexOf("Assets");
UIReource[i] = UIReource[i].Substring(index);
}
mapReferenceOtherModulePref.Clear();
float count = 0;
foreach (string file in files)
{
// Debug.Log("files :" + file);
count++;
EditorUtility.DisplayProgressBar("Processing...", "检索中....", count / files.Length);
string strFile = file.Substring(file.IndexOf("Asset")).Replace('\\', '/');
string[] dependenciesFiles = AssetDatabase.GetDependencies(strFile);
foreach (string depFile in dependenciesFiles)
{
bool isNeedShow = false;
foreach (string type in checkType)
{
//存在设置类型 需要显示
if (depFile.IndexOf(type) > -1)
{
isNeedShow = true;
break;
}
}
if (isNeedShow == false)
{
continue;
}
allResource.Add(depFile);
}
}
EditorUtility.ClearProgressBar();
for (int i = 0; i < UIReource.Length; i++)
{
bool isUse = false;
foreach (string usePath in allResource)
{
if (UIReource[i] == usePath)
{
isUse = true;
break;
}
}
if (isUse == false)
{
notUseReource.Add(UIReource[i]);
}
}
}
void OnGUI()
{
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("列出所有未使用过的资源", GUILayout.Width(200)))
{
allResource = new List<string>();
notUseReource = new List<string>();
checkType = new List<string>() { ".prefab"};
// checkType.Add(".jpg");
// checkType.Add(".png");
StartCheck();
}
if (GUILayout.Button("删除所有 !", GUILayout.Width(200)))
{
float count = 0;
foreach (var path in notUseReource)
{
count++;
EditorUtility.DisplayProgressBar("Processing...", "删除中... ("+ count + "/ " + notUseReource.Count + ")", count / notUseReource.Count);
File.Delete(path);
AssetDatabase.Refresh();
}
EditorUtility.ClearProgressBar();
}
EditorGUILayout.EndHorizontal();
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
foreach (var path in notUseReource)
{
if(path.IndexOf(".prefab") > -1) {
Debug.Log("Unuse prefab : "+ path);
// EditorGUILayout.BeginHorizontal();
// Material t = (Material)AssetDatabase.LoadAssetAtPath(path, typeof(Material));
// EditorGUILayout.ObjectField(t, typeof(Material), false);
// if (GUILayout.Button("删除", GUILayout.Width(200)))
// {
// File.Delete(path);
// AssetDatabase.Refresh();
// }
// EditorGUILayout.Space();
// EditorGUILayout.EndHorizontal();
}
// if(path.IndexOf(".mat") > -1) {
// EditorGUILayout.BeginHorizontal();
// Material t = (Material)AssetDatabase.LoadAssetAtPath(path, typeof(Material));
// EditorGUILayout.ObjectField(t, typeof(Material), false);
// if (GUILayout.Button("删除", GUILayout.Width(200)))
// {
// File.Delete(path);
// AssetDatabase.Refresh();
// }
// EditorGUILayout.Space();
// EditorGUILayout.EndHorizontal();
// }
// if(path.IndexOf(".png") > -1||path.IndexOf(".jpg") > -1||path.IndexOf(".tga") > -1) {
// EditorGUILayout.BeginHorizontal();
// Texture2D t = (Texture2D)AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D));
// EditorGUILayout.ObjectField(t, typeof(Texture2D), false);
// if (GUILayout.Button("删除", GUILayout.Width(200)))
// {
// File.Delete(path);
// AssetDatabase.Refresh();
// }
// EditorGUILayout.Space();
// EditorGUILayout.EndHorizontal();
// }
}
EditorGUILayout.EndScrollView();
}
}
}