有时候要删除一个资源,就需要先查看下被哪里引用了,防止误删。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。 网上找到一个查找脚本,速度很快,不过只能在Mac上用。右键选择一个资源,点击 Find References,会在Console面板上输出结果。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
| 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<string> references = new List<string>();
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 }
|