批量删除prefab上丢失的脚本

项目进行到中后期,资源脚本不断变动,有些脚本不需要了已经移除掉,可能忘记更新脚本所在的prefab,或者更新不完全有遗漏等。。。工程运行起来时可能会出现这种情况:一大串警告“The referenced script on this Behaviour is missing!”。

这种情况需要把prefab上丢失不用的脚本移除掉,如果有很多个prefab丢失脚本,手动一个个移除工作量是非常大的。

能写个工具批量处理将节省大量工作量,经过研究发现需要把丢失脚本的prefab序列化移除掉不用的记录,prefab可以用记事本打开,发现里面有个“m_Component”,就是这个属性记录挂载的脚本,所以读取该属性移除掉丢失脚本的记录,替换掉相应的prefab即可。。

[MenuItem("ZYKJ/RemoveMissComponent")] 

 static public void RemoveMissComponent() 

 {

 UnityEngine.Object[] obj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets); 

 GameObject targetObj = null; 

 GameObject prefabObj = null; 

 Debug.LogError(obj.Length);

 for (int i = 0, j = obj.Length; i < j; i++) 

 { 

 EditorUtility.DisplayProgressBar("移除进度", string.Format("{0}/{1}", i + 1, obj.Length), (i + 1f) / obj.Length);

 if (null == obj[i]) continue; 

 PrefabType pType = PrefabUtility.GetPrefabType(obj[i]); 

 if (pType != PrefabType.Prefab) continue; 

 //targetObj = (GameObject)obj[i]; 

 //if (null != targetObj) 

 //prefabObj = GameObject.Instantiate(targetObj) as GameObject; 

 prefabObj = (GameObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GetAssetPath(obj[i]), typeof(UnityEngine.Object)); 

 if (null != prefabObj) 

 { 

 CheckMissComponent(prefabObj, targetObj);

 } 

 //if (null != prefabObj) 

 // UnityEngine.Object.DestroyImmediate(prefabObj); 

 }

 EditorUtility.ClearProgressBar();

 EditorUtility.DisplayDialog("替换结果", "完成替换", "确定");

 AssetDatabase.Refresh(); 

 AssetDatabase.SaveAssets(); 

 }

 static void CheckMissComponent(GameObject prefabObj, GameObject targetObj)

 {

 if (null == prefabObj /*|| null == targetObj*/) return; 

 Transform root = prefabObj.GetComponent(); 

 Transform[] trans = prefabObj.GetComponentsInChildren(true);

 ListtList = new List(trans);

 tList.Add(root); 

 for (int i = 0, j = tList.Count; i < j; i++) 

 { 

 SerializedObject seri = new SerializedObject(tList[i].gameObject); 

 SerializedProperty serPro = seri.FindProperty("m_Component"); 

 Component[] comps = tList[i].gameObject.GetComponents();

  for(int a = 0,b = comps.Length;a < b;a++)

  {

   if(comps[a] == null)

    serPro.DeleteArrayElementAtIndex(a);

   }

   seri.ApplyModifiedProperties();

   }

   //PrefabUtility.ReplacePrefab(prefabObj, targetObj);

}


不同unity版本处理方法不一样:

using UnityEngine;

using System.Collections;

using UnityEngine;

using UnityEditor;

using System;

using System.IO;

public class SmallTools

{

    [MenuItem("Tools/SmallToos/RemoveMissingComponent")]

    static void RemoveMissingComponent()

    {

        string[] allAssets = AssetDatabase.GetAllAssetPaths();

        float face = 1f / allAssets.Length;

        float process  = face;

        for (int i = 0, j = allAssets.Length; i < j; i++)

        {

            EditorUtility.DisplayProgressBar("RemoveMissingComponent", string.Format("正在查找{0}%", process * 100), process);

            process += face;

            if (!allAssets[i].Contains("____noPublic"))

                continue;

            if (".prefab" != Path.GetExtension(allAssets[i]))

                continue;

            RemoveMissingComponent(allAssets[i]);

        }

        EditorUtility.ClearProgressBar();

        AssetDatabase.Refresh();

        AssetDatabase.SaveAssets();

    }

    static void RemoveMissingComponent(string path)

    {

        GameObject go1 = AssetDatabase.LoadAssetAtPath(path,typeof(GameObject)) as GameObject;

        if (null == go1)

            return;

        Transform[] trans = go1.GetComponentsInChildren(true);

        bool isModified = false;

        for (int i = 0, j = trans.Length; i < j; i++)

        {

            Component[] comps = trans[i].gameObject.GetComponents();

            bool isRemove = RemoveMissingComponent(comps, trans[i].gameObject);

            if (isRemove)

                isModified = isRemove;

        }

        GameObject go2 = GameObject.Instantiate(go1) as GameObject;

        if (isModified)

        {

            PrefabUtility.CreatePrefab(path, go2,ReplacePrefabOptions.ConnectToPrefab);

        }

        GameObject.DestroyImmediate(go2);

    }

    static bool RemoveMissingComponent(Component[] comps,GameObject go)

    {

        SerializedObject sObj = new SerializedObject(go);

        SerializedProperty sPro = sObj.FindProperty("m_Component");

        if (null == sPro) return false;

        bool isModified = false;

        for (int i = 0, j = comps.Length; i < j; i++)

        {

            if (null == comps[i])

            {

                isModified = true;

                Debug.LogError("================>>1" + go.name + " // " + sPro.arraySize);

                sPro.DeleteArrayElementAtIndex(i);

                Debug.LogError("================>>2" + go.name + " // " + sPro.arraySize);

            }

        }

        if (isModified)

        {

            bool isApply = sObj.ApplyModifiedProperties();

            //sObj.Update();

            Debug.LogError("==============>>isApply " + isApply);

        }

        return isModified;

    }

}

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