当我们想要查找某个资源的引用情况时,可以使用文末的工具类
使用方法
- 先将我们的工具类放到项目中,放在哪里都可以。
- 选中要查找的资源,右键选中的资源(资源类型没有限制),在弹出的选项中选择查找资源引用,如图一所示
- 选中控制台输出面板,等待输出结果。如图二所示。
(图一)
(图二)
从输出结果可以看到,Music.prefab和Gamelaungh.prefab 引用了music_background.mp3资源
工具类完整代码:
using System.Collections.Generic;
using System.IO;
using System.Threading;
using UnityEditor;
using UnityEngine;
public static class AssetRefSearchTool
{
static string[] assetGUIDs;
static string[] assetPaths;
static string[] allAssetPaths;
static Thread thread;
[MenuItem("Assets/查找资源引用", false)]
static void FindAssetRefMenu()
{
if (Selection.assetGUIDs.Length == 0)
{
Debug.Log("请先选择任意一个组件,再击此菜单");
return;
}
assetGUIDs = Selection.assetGUIDs;
assetPaths = new string[assetGUIDs.Length];
for (int i = 0; i < assetGUIDs.Length; i++)
{
assetPaths[i] = AssetDatabase.GUIDToAssetPath(assetGUIDs[i]);
}
allAssetPaths = AssetDatabase.GetAllAssetPaths();
thread = new Thread(new ThreadStart(FindAssetRef));
thread.Start();
}
static void FindAssetRef()
{
Debug.Log(string.Format("开始查找引用{0}的资源。", string.Join(",", assetPaths)));
List<string> logInfo = new List<string>();
string path;
string log;
for (int i = 0; i < allAssetPaths.Length; i++)
{
path = allAssetPaths[i];
if (path.EndsWith(".prefab") || path.EndsWith(".unity"))
{
string content = File.ReadAllText(path);
if (content == null)
{
continue;
}
for (int j = 0; j < assetGUIDs.Length; j++)
{
if (content.IndexOf(assetGUIDs[j]) > 0)
{
log = string.Format("{0} 引用了 {1}", path, assetPaths[j]);
logInfo.Add(log);
}
}
}
}
for (int i = 0; i < logInfo.Count; i++)
{
Debug.Log(logInfo[i]);
}
Debug.Log("选择对象引用数量:" + logInfo.Count);
Debug.Log("查找完成");
}
}