Unity-Find-Script-References

发表于2015-10-09
评论0 1.7k浏览

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/Find All Reference”)]
public static void ShowWindow()
{
//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:


void OnGUI()
{
if (Selection.activeObject == null)
{
GUILayout.Label(“select a noxss file xsstagxsstag/span>from Project Window.”);
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();

}

然后,实现Find方法,搜索指定Type的全部引用:


void Find(System.Type type){

//step 1:find ref in assets 
//filter all GameObject from assets(so-called 'Prefab')
var guids = AssetDatabase.FindAssets("t:GameObject"); 
findResult = new List<string>(); 
var tp = typeof(GameObject); 
foreach (var guid in guids) 
{ 
var path = AssetDatabase.GUIDToAssetPath(guid); 
//load Prefab 
var obj = AssetDatabase.LoadAssetAtPath(path, tp) as GameObject; 
//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 in FindObjectsOfType<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)。

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