Unity-Find-Script-References
发表于2015-10-09
背景:
有时候我们需要找出项目中所有的引用到某个脚本的地方(比如Prefabs/Scene GameObjects等)。当项目比较大时,手工寻找还是非常费时费力的事情。本文尝试通过插件自动搜索。
分析:
基本的思路是:首先筛选出项目中全部Prefab,加载每个Prefab并判断是否有挂载目标脚本,然后载入每个场景,判断场景中每个物体是否有挂载目标脚本,最后列出结果。
实现:
1,在右键菜单项中添加菜单:
新建一个类,命名为 FindnoxssRef ,并继承自 EditorWindow 。添加如下方法:xsstagxsstag/p>
[MenuItem(“Assets/FindAllReference”)]
publicstaticvoidShowWindow()
{
//Show existing window instance. If one doesn’t exist, make one.
EditorWindow.GetWindow(typeof(FindnoxssRefxsstagxsstag/span>));
}
这段代码会在菜单中添加一个名为“Find All Reference”的菜单项。选中菜单项会打开一个FindnoxssRef窗口实例。当然此时窗口中没有任何内容。xsstagxsstag/p>
2,窗口基本显示逻辑:
voidOnGUI()
{
if(Selection.activeObject ==null)
{
GUILayout.Label(“select a noxss file xsstagxsstag/span>fromProjectWindow.”);
return;
}//判断选中项是否为脚本
var name =Selection.activeObject.name;
System.Reflection.Assembly assembly =System.Reflection.Assembly.GetExecutingAssembly();
var dict =System.IO.Path.GetDirectoryName(assembly.Location);
assembly =System.Reflection.Assembly.LoadFile(System.IO.Path.Combine(dict,"Assembly-CSharp.dll"));
var selectType = assembly.GetType(name);
if(string.IsNullOrEmpty(name)|| selectType ==null)
{
GUILayout.Label("select a noxss file from Project Window."xsstagxsstag/span>);
return;
}
GUILayout.BeginVertical();
GUILayout.BeginHorizontal();//列出脚本名称和“Find”按钮
GUILayout.Label(name);
bool click =GUILayout.Button("Find");
GUILayout.EndHorizontal();
GUILayout.Space(10);//列出搜索结果
if(findResult !=null&& findResult.Count>0)
{
GUILayout.BeginScrollView(Vector2.zero,GUIStyle.none);
foreach(string path in findResult)
{
GUILayout.Label(path);
}
GUILayout.EndScrollView();
}
if(click)
{
Find(selectType);
}
GUILayout.EndVertical();
voidFind(System.Type type){//step 1:find ref in assets
}
然后,实现Find方法,搜索指定Type的全部引用:
voidFind(System.Type type){//step 1:find ref in assets
//filter all GameObject from assets(so-called 'Prefab')
var guids =AssetDatabase.FindAssets("t:GameObject");
findResult =newList<string>();
var tp =typeof(GameObject);
foreach(var guid in guids)
{
var path =AssetDatabase.GUIDToAssetPath(guid);
//load Prefab
var obj =AssetDatabase.LoadAssetAtPath(path, tp)asGameObject;
//check whether prefab contains noxss with type 'type'xsstag
if(obj !=null){var cmp = obj.GetComponent(type);
if(cmp ==null){ cmp = obj.GetComponentInChildren(type);}
if(cmp !=null){ findResult.Add(path);}}}
//step 2: find ref in scenes
//save current scene
string curScene =EditorApplication.currentScene;
EditorApplication.SaveScene();
//find all scenes from dataPath
string[] scenes =Directory.GetFiles(Application.dataPath,"*.unity",SearchOption.AllDirectories);
//iterates all scenes
foreach(var scene in scenes){
EditorApplication.OpenScene(scene);
//iterates all gameObjects
foreach(GameObject obj inFindObjectsOfType<GameObject>()){
var cmp = obj.GetComponent(type);
if(cmp ==null){
cmp = obj.GetComponentInChildren(type);}
if(cmp !=null){ findResult.Add(scene.Substring(Application.dataPath.Length)+"Assets:"+ obj.name);}}}//reopen current scene
EditorApplication.OpenScene(curScene);
Debug.Log("finish");
}
此时切换到Unity,在Project窗口选中一个scrpit,右键选择『Find All Reference』,在打开的窗口选择『Find』按钮,即可看到下面列出了所有引用了这个脚本的位置(如果项目过于庞大,可能需要等待一会儿)。