111 lines
3.9 KiB
C#
111 lines
3.9 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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public class MyFindMissingWindow : EditorWindow
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{
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#if UNITY_EDITOR
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[MenuItem("<22><>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>/<2F><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD>/<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><CAA7><EFBFBD>õ<EFBFBD><C3B5><EFBFBD>Դ")]
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static void ShowWindow()
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{
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GetWindow<MyFindMissingWindow>("<22><><EFBFBD><EFBFBD>Missing<6E><67>Դ").Show();
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Find();
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}
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static Dictionary<Object, List<Object>> prefabs = new Dictionary<Object, List<Object>>();
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static Dictionary<Object, List<string>> refPaths = new Dictionary<Object, List<string>>();
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//Ѱ<><D1B0>missing<6E><67><EFBFBD><EFBFBD>Դ
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static void Find()
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{
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string[] paths = AssetDatabase.GetAllAssetPaths();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>prefab<61><62>Դ
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var gos = paths.Where(path => path.EndsWith("prefab")).Select(path => AssetDatabase.LoadAssetAtPath<GameObject>(path));
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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 == null)
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{
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continue;
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}
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Component[] cps = go.GetComponentsInChildren<Component>(true);
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foreach (var cp in cps)
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{
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if (cp == null) //<2F><><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>
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{
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if (!prefabs.ContainsKey(go)) prefabs.Add(go, new List<Object>());
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prefabs[go].Add(cp);
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}
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else //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>
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{
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SerializedObject so = new SerializedObject(cp);
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SerializedProperty iterator = so.GetIterator();
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//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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while (iterator.NextVisible(true))
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{
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if (iterator.propertyType == SerializedPropertyType.ObjectReference)
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{
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//<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>
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if (iterator.objectReferenceValue == null && iterator.objectReferenceInstanceIDValue != 0)
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{
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if (!refPaths.ContainsKey(cp)) refPaths.Add(cp, new List<string>());
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refPaths[cp].Add(iterator.propertyPath);
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if (!prefabs.ContainsKey(go)) prefabs.Add(go, new List<Object>());
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prefabs[go].Add(cp);
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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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}
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//<2F><><EFBFBD><EFBFBD>ֻ<EFBFBD>ǽ<EFBFBD><C7BD><EFBFBD><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD><EFBFBD><EFBFBD>ʾ
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private Vector3 scroll = Vector3.zero;
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private void OnGUI()
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{
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scroll = EditorGUILayout.BeginScrollView(scroll);
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EditorGUILayout.BeginVertical();
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foreach (var item in prefabs)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.ObjectField(item.Key, typeof(GameObject), true, GUILayout.Width(200));
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EditorGUILayout.BeginVertical();
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foreach (var cp in item.Value)
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{
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EditorGUILayout.BeginHorizontal();
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if (cp)
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{
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EditorGUILayout.ObjectField(cp, cp.GetType(), true, GUILayout.Width(200));
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if (refPaths.ContainsKey(cp))
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{
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string missingPath = null;
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foreach (var path in refPaths[cp])
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{
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missingPath += path + "|";
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}
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if (missingPath != null)
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missingPath = missingPath.Substring(0, missingPath.Length - 1);
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GUILayout.Label(missingPath);
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}
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}
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else
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{
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GUILayout.Label("<22><>ʧ<EFBFBD>ű<EFBFBD><C5B1><EFBFBD>");
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndVertical();
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EditorGUILayout.EndScrollView();
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}
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#endif
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}
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