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Unity3D查找丢失材质和脚本工具

2017-07-19 19:50 363 查看
笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。CSDN视频网址:http://edu.csdn.net/lecturer/144 在游戏开发中,UI是经常需要变动的,一款游戏从开发到结束,UI至少更换好多版,这就给替换UI的人增加了很多负担,认为的因素很难将旧的UI彻底删除掉,这样就会出现很多冗余的资源,在项目后期要将这些冗余的资源清除掉,如果单靠人工操作难免会出现各种错误,其实我们完全可以通过工具将它们删除掉。下面把删除冗余的工具代码给读者展示如下:using UnityEngine;
using UnityEditor;

using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using System.Collections.Generic;
using System.Text;
using System;

public static class LinqHelper {
public static TSource Fold<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func, TSource id)
{
TSource r = id;
foreach (var s in source)
{
r = func(r, s);
}
return r;
}
public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
{
foreach (T element in source)
action(element);
}
public static IEnumerable<U> SelectI<U, T>(this IEnumerable<T> source, Func<T, int, U> action)
{
int i = 0;
foreach (var s in source)
{
yield return action(s, i);
i += 1;
}
}
public static TSource Reduce<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func) where TSource : new()
{
return Fold<TSource>(source, func, new TSource());
}
public static void ForEachI<T>(this IEnumerable<T> source, Action<T, int> action)
{
int i = 0;
foreach (T element in source)
{
action(element, i);
i += 1;
}

}
}
public static class FindUnUnUsedUITexture
{

static List<string> getUUIDsInFile(string path)
{
StreamReader file = new StreamReader(path);
List<string> uuids = new List<string>();
string line;
while ((line = file.ReadLine()) != null)
{
var reg = new Regex(@"([a-f0-9]{32})");
var m = reg.Match(line);
if (m.Success)
{
uuids.Add(m.Groups[0].Value);
}
}
file.Close();
return uuids;
}
// Use this for initialization
[MenuItem("Tools/UI冗余图片扫描")]
public static void Scan()
{

var uiPrefabRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录", "Assets","");
if (string.IsNullOrEmpty(uiPrefabRootDir))
{
return;
}

var uiPicRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录", "Assets", "");
if (string.IsNullOrEmpty(uiPicRootDir))
{
return;
}

//find all meta and pic path
var uuidReg = new Regex(@"guid: ([a-f0-9]{32})");
var pngs = Directory.GetFiles(uiPicRootDir, "*.meta", SearchOption.AllDirectories)
.Select(p => "Assets/" + p.Replace('\\','/').Substring(Application.dataPath.Length+1))
.Where(p =>
{
return p.EndsWith(".png.meta") || p.EndsWith(".jpg.meta") || p.EndsWith(".tag.meta");
}).ToList();
var uuid2path = new Dictionary<string, string>();
pngs.ForEachI((png, i) =>
{
var matcher = uuidReg.Match(File.ReadAllText(png));
var uuid = matcher.Groups[1].Value;
if (uuid2path.ContainsKey(uuid))
{
Debug.LogError("uuid dup" + uuid + " \n" + png + "\n" + uuid2path[uuid]);
}
else
{
uuid2path.Add(uuid, png.Substring(0,png.Length-5));
}
EditorUtility.DisplayProgressBar("扫描图片中", png, (float)i / pngs.Count);

});

//find all prefab and search pic uuid
var prefabs = Directory.GetFiles(uiPrefabRootDir, "*.prefab", SearchOption.AllDirectories);
var anims = Directory.GetFiles("Assets/", "*.anim", SearchOption.AllDirectories).Where(p => !p.Replace('\\', '/').Contains("Characters/"));
var allFiles = prefabs.Concat(anims).ToList();
var alluuids = allFiles
.SelectI((f, i) => {
EditorUtility.DisplayProgressBar("获取引用关系", f, (float)i / allFiles.Count);
return getUUIDsInFile(f);
}).ToList().Aggregate((a, b) => a.Concat(b).ToList()).ToList();
EditorUtility.ClearProgressBar();
//rm used pic uuid
var uuidshashset = new HashSet<string>(alluuids);
var em = uuidshashset.GetEnumerator();
while(em.MoveNext())
{
var uuid = em.Current;
uuid2path.Remove(uuid);
}

StringBuilder sb = new StringBuilder();
sb.Append("UnUsedFiles: ");
sb.Append(uuid2path.Count);
sb.Append("\n");
uuid2path.ForEach(kv => sb.Append(kv.Value +"\n"));

File.WriteAllText("Assets/unusedpic.txt", sb.ToString());
EditorUtility.DisplayDialog("扫描成功", string.Format("共找到{0}个冗余图片\n请在Assets/unsedpic.txt查看结果",uuid2path.Count), "ok");
}
}将该脚本放置到Editor文件夹下面,然后在Tool菜单下点击UI冗余图片扫描就会弹出窗口将冗余的UI图片列出来,非常方便。另外,在游戏中经常出现脚本丢失情况,自己查找非常麻烦,这个也可以通过工具去查找,代码如下所示:using System.Linq;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using System.IO;
using System;

public static class MissingScriptFinder
{
private const string MENU_ROOT = "Tool/Missing References/";
public static string GetHierarchyName(Transform t)
{
if (t == null)
return "";

var pname = GetHierarchyName(t.parent);
if (pname != "")
{
return pname + "/" + t.gameObject.name;
}
return t.gameObject.name;
}

public static TSource Fold<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func,TSource id)
{
TSource r = id;
foreach(var s in source)
{
r = func(r,s);
}
return r;
}
public static void ForEachI<T>(this IEnumerable<T> source, Action<T,int> action)
{
int i = 0;
foreach (T element in source)
{
action(element,i);
i += 1;
}

}
public static void ForEach<T>(this IEnumerable<T> source, Action<T> action)
{
foreach (T element in source)
{
action(element);
}

}

static HashSet<string> findAllScriptUUIDsInAssets()
{
var uuids = Directory.GetFiles("Assets/", "*.cs.meta", SearchOption.AllDirectories)
.Select(p =>
{
return File.ReadAllLines(p)[1].Substring(6);
}).ToList();
//find dll uuids
var dlluuids = Directory.GetFiles(EditorApplication.applicationContentsPath, "*.dll", SearchOption.AllDirectories)
.Select(p =>
{
return AssetDatabase.AssetPathToGUID(p.Replace('\\', '/'));
}).Where(s => s!= "").ToList();
return new HashSet<string>(uuids.Concat(dlluuids));
}
static Regex s_scriptUUIDReg = new Regex(@"m_Script: \{fileID: [0-9]+, guid: ([0-9a-f]{32}), type: 3\}");
static string getScriptUUID(string line)
{
var m = s_scriptUUIDReg.Match(line);
if (m.Success)
{
return m.Groups[1].Value;
}
if(line.Contains("m_Script: {fileID: 0}")) //missing script
{
return "0";
}
return null;
}
static Dictionary<string,HashSet<string>> findAllPrefabScriptRefInDir(string dir,Action<int> onBeginFinding,Action<int,string,int> onFinding, Action onEndFinding )
{
var allPrefabs = Directory.GetFiles(dir, "*.prefab", SearchOption.AllDirectories);
onBeginFinding(allPrefabs.Length);
Dictionary<string, HashSet<string>> r = new Dictionary<string, HashSet<string>>();

for (int i =0;i<allPrefabs.Length;++i)
{
onFinding(i, allPrefabs[i],allPrefabs.Length);
File.ReadAllLines(allPrefabs[i]).ForEach(line =>
{
string s = getScriptUUID(line);
if (s != null)
{
HashSet<string> files = null;
r.TryGetValue(s, out files);
if (files == null)
{
files = new HashSet<string>();
r.Add(s, files);
}
files.Add(allPrefabs[i]);
}
});
}
onEndFinding();
return r;
}

private static void FindMissionRefInGo(GameObject go)
{
var components = go.GetComponents<MonoBehaviour>();
foreach (var c in components)
{
// Missing components will be null, we can't find their type, etc.
if (!c)
{
var assetPath = AssetDatabase.GetAssetPath(go);
if(assetPath != "" && assetPath != null)
{
Debug.LogError("missing script: " + GetHierarchyName(go.transform) + "-->" + assetPath);
}
else
{
Debug.LogError("missing script: " + GetHierarchyName(go.transform));
}
continue;
}
}
foreach(Transform t in go.transform)
{
FindMissionRefInGo(t.gameObject);
}
}
public static IEnumerable<GameObject> SceneRoots()
{
var prop = new HierarchyProperty(HierarchyType.GameObjects);
var expanded = new int[0];
while (prop.Next(expanded))
{
yield return prop.pptrValue as GameObject;
}
}
[MenuItem(MENU_ROOT + "search in scene")]
public static void FindMissingReferencesInCurrentScene()
{
var objs = SceneRoots();
int count = objs.Count();
objs.ForEachI((prefab, i) =>
{
EditorUtility.DisplayProgressBar("check missing prefabs", prefab.ToString(), (float)i / count);
FindMissionRefInGo(prefab);
});
EditorUtility.ClearProgressBar();
}

[MenuItem(MENU_ROOT + "search in all assets")]
public static void MissingSpritesInAssets()
{
var allScriptsIds = findAllScriptUUIDsInAssets();
var refScriptIds = findAllPrefabScriptRefInDir("Assets/",
(count) =>
{
EditorUtility.DisplayProgressBar("scanning","",0);
},
(idx,file,count) =>
{
EditorUtility.DisplayProgressBar("scanning", file, (float) idx/count);
},
() =>
{
EditorUtility.ClearProgressBar();
});
var missingScriptsFiles = refScriptIds
.Where(kv => !allScriptsIds.Contains(kv.Key))
.Select(kv => kv.Value)
.ToList()
.Fold((a,b)=>new HashSet<string>(a.Concat(b)),new HashSet<string>());
Debug.LogError("----------------------------------------->\nMissingFiles: " + missingScriptsFiles.Count);
missingScriptsFiles.ForEachI((f, i) =>
{
EditorUtility.DisplayProgressBar("check missing prefabs", f, (float)i / missingScriptsFiles.Count);
var prefab = AssetDatabase.LoadAssetAtPath(f, typeof(GameObject)) as GameObject;
FindMissionRefInGo(prefab);
});
EditorUtility.ClearProgressBar();
}

}同样需要将该脚本放置到Editor文件夹下面,点击菜单栏中的Tool/Missing Reference 即可实现丢失脚本的查找,它可以分成多个部分查找,自己可以去测试一下。
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标签:  Unity 工具