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();
}
}
}