源战役客户端
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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using System.Reflection;
public static class FindReferences
{
private static PropertyInfo inspectorMode = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
public static long GetFileID(this Object target)
{
SerializedObject serializedObject = new SerializedObject(target);
inspectorMode.SetValue(serializedObject, InspectorMode.Debug, null);
SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
return localIdProp.longValue;
}
[MenuItem("Assets/Find References", false)]
static void Find()
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (!string.IsNullOrEmpty(path))
{
Debug.Log("开始查找哪里引用到资源:"+path);
string guid = AssetDatabase.AssetPathToGUID(path);
//string guid = FindReferences.GetFileID(Selection.activeObject).ToString();
// Debug.Log("guid : " + guid);
List<string> withoutExtensions = new List<string>() { ".prefab", ".unity", ".mat", ".asset" };
string[] files = Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
int startIndex = 0;
EditorApplication.update = delegate ()
{
string file = files[startIndex];
bool isCancel = EditorUtility.DisplayCancelableProgressBar("匹配资源中", file, (float)startIndex / (float)files.Length);
if (Regex.IsMatch(File.ReadAllText(file), guid))
{
Object find_obj = AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(file));
Debug.Log(file+"引用到该资源", find_obj);
string extension = Path.GetExtension(file);
// Debug.Log("extension "+extension);
if (extension == ".prefab")
{
int select_index = EditorUtility.DisplayDialogComplex("找到了", file+"引用到该资源", "关闭", "继续查找", "打开界面");
// Debug.Log("select index "+select_index);
isCancel = (select_index==0 || select_index==2);
if (select_index == 2)
{
U3DExtends.UIEditorHelper.LoadLayoutByPath(file);
}
}
else
{
isCancel = EditorUtility.DisplayDialog("找到了", file+"引用到该资源", "关闭", "继续查找");
}
}
startIndex++;
if (isCancel || startIndex >= files.Length)
{
EditorUtility.ClearProgressBar();
EditorApplication.update = null;
startIndex = 0;
Debug.Log("匹配结束");
}
};
}
}
[MenuItem("Assets/Find References", true)]
static private bool VFind()
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
return (!string.IsNullOrEmpty(path));
}
static private string GetRelativeAssetsPath(string path)
{
return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
}
}