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