AkiraPixelWind/Assets/Scripts/Editor/ProjectTools/FindMissingWindow.cs

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5.2 KiB
C#
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2022-12-29 18:20:40 +08:00
//Ҫ<>̳<EFBFBD>EditorWindow<6F><77><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD>Լ<EFBFBD><D4BC>Ŀ<EFBFBD><C4BF><EFBFBD>
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
public class FindMissingWindow : EditorWindow
{
#if UNITY_EDITOR
[MenuItem("<22><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>/<2F><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD>/<2F><><EFBFBD>鶪ʧ<E9B6AA><CAA7><EFBFBD>õ<EFBFBD>Animator<6F><72>Դ")]
public static void FindMissing()
{
GetWindow<FindMissingWindow>().titleContent = new GUIContent("<22><><EFBFBD><EFBFBD>Missing<6E><67>Դ");
GetWindow<FindMissingWindow>().Show();
Find();
}
private static Dictionary<UnityEngine.Object, List<UnityEngine.Object>> prefabs = new Dictionary<UnityEngine.Object, List<UnityEngine.Object>>();
private static Dictionary<UnityEngine.Object, string> refPaths = new Dictionary<UnityEngine.Object, string>();
private static void Find()
{
prefabs.Clear();
string[] allassetpaths = AssetDatabase.GetAllAssetPaths();//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ·<D4B4><C2B7>
var gos = allassetpaths
.Where(a => a.EndsWith("prefab"))//ɸѡ <20><><EFBFBD><EFBFBD>prefabΪ<62><CEAA>׺<EFBFBD><D7BA> Ԥ<><D4A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
.Select(a => AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(a));//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD>
//gos<6F>õ<EFBFBD><C3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>غõ<D8BA>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD>
foreach (var item in gos)
{
GameObject go = item as GameObject;
if (go)
{
Component[] cps = go.GetComponentsInChildren<Component>(true);//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD><EFBFBD>
foreach (var cp in cps)//<2F><><EFBFBD><EFBFBD>ÿһ<C3BF><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
if (!cp)
{
if (!prefabs.ContainsKey(go))
{
prefabs.Add(go, new List<UnityEngine.Object>() { cp });
}
else
{
prefabs[go].Add(cp);
}
continue;
}
SerializedObject so = new SerializedObject(cp);//<2F><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6>S<EFBFBD><53><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Object<63><74><EFBFBD><EFBFBD> <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
var iter = so.GetIterator();//<2F>õ<EFBFBD><C3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
while (iter.NextVisible(true))//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
{
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>
if (iter.propertyType == SerializedPropertyType.ObjectReference)
{
//<2F><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>null <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ID<49><44><EFBFBD><EFBFBD>0 ˵<><CBB5><EFBFBD><EFBFBD>ʧ<EFBFBD><CAA7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (iter.objectReferenceValue == null && iter.objectReferenceInstanceIDValue != 0)
{
if (!refPaths.ContainsKey(cp)) refPaths.Add(cp, iter.propertyPath);
else refPaths[cp] += " | " + iter.propertyPath;
if (prefabs.ContainsKey(go))
{
if (!prefabs[go].Contains(cp)) prefabs[go].Add(cp);
}
else
{
prefabs.Add(go, new List<UnityEngine.Object>() { cp });
}
}
}
}
}
}
}
EditorUtility.DisplayDialog("", "<22><><EFBFBD><EFBFBD>", "OK");
}
//<2F><><EFBFBD><EFBFBD>ֻ<EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD>ʾ
private Vector3 scroll = Vector3.zero;
private void OnGUI()
{
scroll = EditorGUILayout.BeginScrollView(scroll);
EditorGUILayout.BeginVertical();
if (GUILayout.Button("<22>Ƴ<EFBFBD><C6B3><EFBFBD>ʧ<EFBFBD><CAA7><EFBFBD>õ<EFBFBD>Animator<6F><72><EFBFBD><EFBFBD>")) RemoveAnimatorWithMissReference();
foreach (var item in prefabs)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.ObjectField(item.Key, typeof(GameObject), true, GUILayout.Width(200));
EditorGUILayout.BeginVertical();
foreach (var cp in item.Value)
{
if (cp)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.ObjectField(cp, cp.GetType(), true, GUILayout.Width(200));
if (refPaths.ContainsKey(cp))
{
GUILayout.Label(refPaths[cp]);
}
EditorGUILayout.EndHorizontal();
}
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndScrollView();
}
private void RemoveAnimatorWithMissReference()
{
int count = 0;
foreach (var cps in prefabs.Values)
{
foreach (var item in cps)
{
Animator a = item as Animator;
if (a)
{
count++;
EditorUtility.SetDirty(a.gameObject);
DestroyImmediate(a, true);
}
}
}
if (count > 0)
{
EditorUtility.DisplayDialog("", "һ<><D2BB><EFBFBD>Ƴ<EFBFBD>" + count + "<22><>Animator<6F><72><EFBFBD><EFBFBD>", "OK");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Find();
}
}
#endif
}