Unity 3D - 编辑器扩展之删除未使用资源

Unity 3D - 编辑器扩展之删除未使用资源 :

这里写图片描述

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>();  //所有使用资源
        private List<string> notUseReource = new List<string>();  //没有使用过的资源

        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" };
            //所有project 里面的资源
            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)
                    {
                        //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();



        }
    }
}
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