Unity 3D - 编辑器扩展之删除未使用资源 :
C#代码 :
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
namespace CZGame
{
public class ShowAllNotUseResource : EditorWindow
{
private List<string > checkType = new List<string >();
private List<string > allResource = new List<string >();
private List<string > notUseReource = new List<string >();
Dictionary<string , List<string >> mapReferenceOtherModulePref = new Dictionary<string , List<string >>();
Vector2 scrollPos = Vector2.zero;
private void StartCheck ()
{
List<string > withoutExtensions = new List<string >() { ".prefab" };
string [] files = Directory.GetFiles(Application.dataPath + "/GameRes/UIPrefab" , "*.*" , SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
List<string > withoutExtensions2 = new List<string >() { ".png" ,".jpg" };
string [] UIReource = Directory.GetFiles(Application.dataPath + "/GameRes/UI" , "*.*" , 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)
{
count++;
EditorUtility.DisplayProgressBar("Processing..." , "检索中...." , count / files.Length);
string strFile = file.Substring(file.IndexOf("Asset" )).Replace('\\' , '/' );
string [] dependenciesFiles = AssetDatabase.GetDependencies(strFile, false );
foreach (string depFile in dependenciesFiles)
{
bool isNeedShow = false ;
foreach (string type in checkType)
{
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图片" , GUILayout.Width(200 )))
{
allResource = new List<string >();
notUseReource = new List<string >();
checkType.Clear();
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)
{
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();
}
}
}