Unity提供了一个方法 AssetDatabase.GetDependencies(),但是它只能查找这个资源引用了那些资源。 但是我想要的是查找某个资源被那些资源引用了,这是两种相反的查找公式。 其实网上也有很多这样的插件了,似乎代码量都太多了。昨天晚上加班时脑洞打开,想到了一个简单的方法。通过GUID全局搜索匹配。。几行代码就能搞定~~
如下图所示,右键随便选择一个资源,点击 Find References。
然后开始匹配资源。
匹配结束后会把匹配到的资源Log出来。以下代码直接放到你的工程里就可以直接用。
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 Boo.Lang;
public class FindReferences
{
[MenuItem("Assets/Find References", false, 10)]
static private void Find()
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (!string.IsNullOrEmpty(path))
{
string guid = AssetDatabase.AssetPathToGUID(path);
List withoutExtensions = new List(){".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))
{
Debug.Log(file, AssetDatabase.LoadAssetAtPath
美中不足的地方就是查找速度了。。其实正则表达式匹配的速度还是很快,慢的地方是File.ReadAllText(file) 如果大家有更好的办法,欢迎推荐~
今天我无意发现了一个更快的方法,可惜只能在mac上用。比我上面的方法要快N倍啊,快的丧心病狂啊~欢迎大家用啊~~。。。
https://gist.github.com/jringrose/617d4cba87757591ce28
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
public class FindProject {
#if UNITY_EDITOR_OSX
[MenuItem("Assets/Find References In Project", false, 2000)]
private static void FindProjectReferences()
{
string appDataPath = Application.dataPath;
string output = "";
string selectedAssetPath = AssetDatabase.GetAssetPath (Selection.activeObject);
List references = new List();
string guid = AssetDatabase.AssetPathToGUID (selectedAssetPath);
var psi = new System.Diagnostics.ProcessStartInfo();
psi.WindowStyle = System.Diagnostics.ProcessWindowStyle.Maximized;
psi.FileName = "/usr/bin/mdfind";
psi.Arguments = "-onlyin " + Application.dataPath + " " + guid;
psi.UseShellExecute = false;
psi.RedirectStandardOutput = true;
psi.RedirectStandardError = true;
System.Diagnostics.Process process = new System.Diagnostics.Process();
process.StartInfo = psi;
process.OutputDataReceived += (sender, e) => {
if(string.IsNullOrEmpty(e.Data))
return;
string relativePath = "Assets" + e.Data.Replace(appDataPath, "");
// skip the meta file of whatever we have selected
if(relativePath == selectedAssetPath + ".meta")
return;
references.Add(relativePath);
};
process.ErrorDataReceived += (sender, e) => {
if(string.IsNullOrEmpty(e.Data))
return;
output += "Error: " + e.Data + "\n";
};
process.Start();
process.BeginOutputReadLine();
process.BeginErrorReadLine();
process.WaitForExit(2000);
foreach(var file in references){
output += file + "\n";
Debug.Log(file, AssetDatabase.LoadMainAssetAtPath(file));
}
Debug.LogWarning(references.Count + " references found for object " + Selection.activeObject.name + "\n\n" + output);
}
#endif