/// 显示某个场景里所有相关的脚本
/// 点击其中一个脚本获得挂载这个脚本的物体或预制体
一个小工具希望能帮助程序在看一个新工程时方便。代码里有注释。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
/// <summary>
/// 显示某个场景里所有相关的脚本
/// 点击其中一个脚本获得挂载这个脚本的物体或预制体
/// </summary>
public class SceneAllScriptDependance : EditorWindow
{
SceneAsset selectScene;
List<string> SceneAllScripts = new List<string>();
//脚本序号与挂载脚本的Prefab,Scene的关联,获得project视图资源关联
Dictionary<int, Dictionary<string, List<string>>> int_dict=new Dictionary<int, Dictionary<string, List<string>>>();
//脚本序号与挂载脚本的GameObject的关联,获得Hierarchy视图物体关联
Dictionary<int, List<Transform>> int_tra = new Dictionary<int, List<Transform>>();
bool isFindAllScripts;
bool isFindScriptReference;
Vector2 mScroll = Vector2.zero;//用于ScrollView滚动条滚动
List<bool> isOn=new List<bool>();//记录每个脚本关联资源面板是否展开状态
//获得脚本与project视图资源关联时 需要检查的路径,可添加多个具体路径
static string[] checkPaths = new string[]
{
"Assets"
};
[MenuItem("Tools/SceneAllScriptDependance")]
static void Init()
{
EditorWindow.GetWindow<SceneAllScriptDependance>(false, "场景里所有脚本及其关联", true).Show();
}
void OnGUI()
{
mScroll=GUILayout.BeginScrollView(mScroll);
GUILayout.Label("场景:");
selectScene = (SceneAsset)EditorGUILayout.ObjectField(selectScene, typeof(SceneAsset), true);
if (GUILayout.Button("Find"))
{
SceneAllScripts.Clear();
Debug.Log("开始查找.");
FindScript();
}
if (isFindAllScripts)
{
if (SceneAllScripts.Count > 0)
{
GUILayout.Label(SceneAllScripts.Count + "个脚本");
for (int i = 0; i < SceneAllScripts.Count; i++)
{
MonoScript go = AssetDatabase.LoadAssetAtPath(SceneAllScripts[i], typeof(MonoScript)) as MonoScript;//根据脚本名称找到MonoScript资源
EditorGUILayout.BeginHorizontal();
EditorGUILayout.ObjectField("", go, typeof(MonoScript), false);
if (GUILayout.Button("FindReference"))//点击查找关联展开,再点击收起
{
if (!isOn[i])
{
isOn[i] = true;
FindScriptDependance(go.GetInstanceID(), i,go);
}
else
{