123 lines
5.3 KiB
C#
123 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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public class RefTool : EditorWindow
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{
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[MenuItem("Tools/检查/检查MissingReference资源")]
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public static void FindMissing()
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{
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Find();
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foreach (var item in refPaths)
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{
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Debug.Log(item);
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}
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}
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private enum PrefabErrorType
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{
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None = 0,
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Waring = 1,
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Error = 2,
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}
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private static Dictionary<UnityEngine.Object, List<UnityEngine.Object>> prefabs = new Dictionary<UnityEngine.Object, List<UnityEngine.Object>>();
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private static Dictionary<UnityEngine.Object, string> refPaths = new Dictionary<UnityEngine.Object, string>();
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private static void Find()
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{
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prefabs.Clear();
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string[] allassetpaths = AssetDatabase.GetAllAssetPaths();
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EditorUtility.DisplayProgressBar("统计", "统计所有的Prefab", 0);
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//获取所有资源路径
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var gos = allassetpaths
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.Where(a => a.EndsWith("prefab"))//筛选 是以prefab为后缀的 预设体资源
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.Select(a => AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(a));//加载这个预设体
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//gos拿到的是所有加载好的预设体
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int index = 0, count = gos.Count();
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foreach (var item in gos)
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{
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GameObject go = item as GameObject;
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if (go)
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{
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PrefabErrorType prefabErrorType = PrefabErrorType.None;
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string path = AssetDatabase.GetAssetPath(go);
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EditorUtility.DisplayProgressBar("检查", path, (float)index / count);
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Component[] cps = go.GetComponentsInChildren<Component>(true);//获取这个物体身上所有的组件
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foreach (var cp in cps)//遍历每一个组件
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{
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if (!cp)
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{
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if (!prefabs.ContainsKey(go))
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{
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prefabs.Add(go, new List<UnityEngine.Object>() { cp });
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}
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else
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{
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prefabs[go].Add(cp);
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}
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continue;
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}
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SerializedObject so = new SerializedObject(cp);//生成一个组件对应的S俄日阿里则对Object对象 用于遍历这个组件的所有属性
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var iter = so.GetIterator();//拿到迭代器
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while (iter.NextVisible(true))//如果有下一个属性
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{ //如果这个属性类型是引用类型的
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if (iter.propertyType == SerializedPropertyType.ObjectReference)
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{ //引用对象是null 并且 引用ID不是0 说明丢失了引用
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if (iter.objectReferenceValue == null && iter.objectReferenceInstanceIDValue != 0)
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{
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if (!refPaths.ContainsKey(cp)) refPaths.Add(cp, iter.propertyPath);
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else refPaths[cp] += " | " + iter.propertyPath;
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if (prefabs.ContainsKey(go))
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{
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if (!prefabs[go].Contains(cp)) prefabs[go].Add(cp);
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}
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else
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{
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prefabs.Add(go, new List<UnityEngine.Object>() { cp });
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}
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}
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}
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}
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if ((cp is Transform))
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{
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if (prefabErrorType != PrefabErrorType.Error)
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{
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if (PrefabUtility.IsPartOfPrefabInstance(cp))
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{
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if (!PrefabUtility.GetCorrespondingObjectFromSource(cp))
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{
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if (cp.name == "Missing Prefab (Dummy)")
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{
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prefabErrorType = PrefabErrorType.Error;
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}
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if (prefabErrorType == PrefabErrorType.None)
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{
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prefabErrorType = PrefabErrorType.Waring;
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}
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}
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}
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}
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}
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}
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if (prefabErrorType == PrefabErrorType.Error)
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{
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Debug.LogError(path + " has Missing Prefab (Dummy) !!!", go);
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}
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else if (prefabErrorType == PrefabErrorType.Waring)
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{
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Debug.LogWarning(path + " has Missing Prefab !!!", go);
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}
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EditorUtility.DisplayProgressBar("检查", path, (float)(index + 1) / count);
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}
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index = index + 1;
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}
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EditorUtility.ClearProgressBar();
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EditorUtility.DisplayDialog("", "就绪", "OK");
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}
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}
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