我是靠谱客的博主 洁净小鸭子,最近开发中收集的这篇文章主要介绍【Unity Editor】使用AssetDatabase.GetDependencies查看/搜索所有资源引用详情(升级版),觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

实现功能:

1. 查找引用方

查看某个文件引用的所有资源

 2. 查找被引用方

查看某个资源的被引用关系

 

3. 引用关系列表

查看所有资源的引用关系,可以按名字搜索,查看引用详情

4. 被引用关系列表

查看所有资源的被引用关系,按文件后缀名分类,可以按名字搜索,查看被引用详情

 5. 直接/递归引用

可以选择只查看直接引用(直接依赖关系),也可以查看递归引用(间接依赖关系)

功能代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;

public class AssetDependenciesTool : EditorWindow
{
    //--- 固定数据 ---

    private readonly Color listItemColor = new Color(0.9f,0.9f,0.9f,1);
    private readonly string[] displayBarArray = new string[] { "查找引用方","查找被引用方","引用关系","被引用关系" };

    //--- 初始数据 ---

    //Prefab/Scene的引用资源
    private Dictionary<string,string[]> prefabDependDic = new Dictionary<string,string[]>();
    //被Prefab/Scene引用的资源
    private Dictionary<string,string[]> assetRelatedDic = new Dictionary<string,string[]>();

    //Prefab/Scene的名字
    private string[] prefabNameArray;
    //资源类型、名字
    private string[] assetExtentArray;
    private Dictionary<string,string[]> assetExtentNameDic;

    //--- 变化数据 ---

    //====================

    private static bool recursiveFind = false;

    [MenuItem("MyTools/资源引用关系/查看直接引用",priority = EditorCommon.assetDependPriority)]
    public static void FindAssetsDependencies1()
    {
        recursiveFind = false;
        GetWindow<AssetDependenciesTool>(true,"查找资源引用关系-直接引用");
    }
    [MenuItem("MyTools/资源引用关系/查看递归引用",priority = EditorCommon.assetDependPriority)]
    public static void FindAssetsDependencies2()
    {
        recursiveFind = true;
        GetWindow<AssetDependenciesTool>(true,"查找资源引用关系-递归引用");
    }

    private void OnEnable()
    {
        FindAllPrefabDependencies(ref prefabDependDic,ref assetRelatedDic,out prefabNameArray,out assetExtentArray,out assetExtentNameDic);
    }

    private int displayIndex = 0;
    private void OnGUI()
    {
        EditorGUILayout.BeginVertical("box");
        EditorGUILayout.LabelField("资源引用方数量 : " + prefabDependDic.Count);
        EditorGUILayout.LabelField("资源被引用方数量 : " + assetRelatedDic.Count);
        EditorGUILayout.LabelField("所统计的资源引用关系,不包含代码动态加载");
        EditorGUILayout.EndVertical();

        displayIndex = GUILayout.Toolbar(displayIndex,displayBarArray);

        switch(displayIndex)
        {
            case 0:
                OnGUI_FindPrefab();
                break;
            case 1:
                OnGUI_FindAssets();
                break;
            case 2:
                OnGUI_AllPrefab();
                break;
            case 3:
                OnGUI_AllAssets();
                break;
            default:
                break;
        }
    }

    //查找某个Prefab/Scene引用的所有资源
    Object selectPrefabObject;
    PrefabDependItem selectPrefabDependItem;
    private void OnGUI_FindPrefab()
    {
        EditorGUILayout.BeginHorizontal();
        selectPrefabObject = EditorGUILayout.ObjectField("引用资源:",selectPrefabObject,typeof(Object),true,GUILayout.Width(600));

        if(GUILayout.Button("分析引用详情",GUILayout.Width(100)))
        {
            if(selectPrefabObject != null)
            {
                string prefabPath = AssetDatabase.GetAssetPath(selectPrefabObject);
                prefabDependDic.TryGetValue(prefabPath,out var depPathArray);
                selectPrefabDependItem = new PrefabDependItem(prefabPath,depPathArray);
            }
        }
        EditorGUILayout.EndHorizontal();

        OnGUI_PrefabDetial(ref selectPrefabDependItem);
    }

    //查找某个资源被哪些Prefab/Scene引用
    Object selectAssetObject;
    AssetRelatedItem selectAssetRelatedItem;
    private void OnGUI_FindAssets()
    {
        EditorGUILayout.BeginHorizontal();
        selectAssetObject = EditorGUILayout.ObjectField("被引用资源:",selectAssetObject,typeof(Object),true,GUILayout.Width(600));

        if(GUILayout.Button("分析被引用详情",GUILayout.Width(100)))
        {
            if(selectAssetObject != null)
            {
                string assetPath = AssetDatabase.GetAssetPath(selectAssetObject);
                assetRelatedDic.TryGetValue(assetPath,out var depPathArray);
                selectAssetRelatedItem = new AssetRelatedItem(assetPath,depPathArray);
            }
        }
        EditorGUILayout.EndHorizontal();

        OnGUI_AssetDetial(ref selectAssetRelatedItem);
    }

    int showPageIndex1 = 0;
    string searchPrefabNameSign;
    bool isSearchPrefabName;
    Vector2 scrollViewPos03;
    Vector2 scrollViewPos031;
    PrefabDependItem previewPrefabDependItem;
    private void OnGUI_AllPrefab()
    {
        EditorGUILayout.BeginHorizontal("box");
        EditorGUILayout.LabelField("搜索关键字(仅搜索当前页!!!):",GUILayout.Width(200));
        searchPrefabNameSign = EditorGUILayout.TextField(searchPrefabNameSign,GUILayout.Width(200));
        isSearchPrefabName = !string.IsNullOrEmpty(searchPrefabNameSign);
        EditorGUILayout.EndHorizontal();

        scrollViewPos03 = EditorGUILayout.BeginScrollView(scrollViewPos03);
        for(int i = showPageIndex1; i < showPageIndex1 + 100; i++)
        {
            if(i >= prefabNameArray.Length)
                break;

            string prefabPath = prefabNameArray[i];

            if(isSearchPrefabName && !prefabPath.Contains(searchPrefabNameSign))
                continue;

            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField($"{i}. 资源文件名: {prefabPath}");
            EditorGUILayout.LabelField($"引用数量: { prefabDependDic[prefabPath].Length}",GUILayout.Width(200));
            if(GUILayout.Button("查看引用详情",GUILayout.Width(100)))
            {
                prefabDependDic.TryGetValue(prefabPath,out var depPathArray);
                previewPrefabDependItem = new PrefabDependItem(prefabPath,depPathArray);
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();

        OnGUI_PrefabDetial(ref previewPrefabDependItem);

        EditorGUILayout.BeginHorizontal();
        if(GUILayout.Button("首页",GUILayout.Width(100)))
        {
            showPageIndex1 = 0;
        }
        if(GUILayout.Button("上一页",GUILayout.Width(100)))
        {
            showPageIndex1 -= 100;
            if(showPageIndex1 < 0)
                showPageIndex1 = 0;
        }
        EditorGUILayout.LabelField($"{showPageIndex1}/{prefabNameArray.Length}",GUILayout.Width(100));
        if(GUILayout.Button("下一页",GUILayout.Width(100)))
        {
            if((showPageIndex1 + 100) < prefabNameArray.Length)
                showPageIndex1 += 100;
        }
        if(GUILayout.Button("尾页",GUILayout.Width(100)))
        {
            showPageIndex1 = prefabNameArray.Length / 100 * 100;
        }
        EditorGUILayout.EndHorizontal();
    }

    int showPageIndex2 = 0;
    int selectExtentIndex = -1;
    string searchAssetNameSign;
    bool isSearchAssetName;
    Vector2 scrollViewPos04;
    Vector2 scrollViewPos041;
    AssetRelatedItem previewAssetRelatedItem;
    private void OnGUI_AllAssets()
    {
        selectExtentIndex = EditorGUILayout.Popup("查找资源类型 : ",selectExtentIndex,assetExtentArray,GUILayout.MaxWidth(300));
        if(selectExtentIndex < 0 || selectExtentIndex >= assetExtentArray.Length)
            return;

        EditorGUILayout.BeginHorizontal("box");
        EditorGUILayout.LabelField("搜索关键字(仅搜索当前页!!!):",GUILayout.Width(200));
        searchAssetNameSign = EditorGUILayout.TextField(searchAssetNameSign,GUILayout.Width(200));
        isSearchAssetName = !string.IsNullOrEmpty(searchAssetNameSign);
        EditorGUILayout.EndHorizontal();

        scrollViewPos04 = EditorGUILayout.BeginScrollView(scrollViewPos04);

        var nameArray = assetExtentNameDic[assetExtentArray[selectExtentIndex]];

        for(int i = showPageIndex2; i < showPageIndex2 + 100; i++)
        {
            if(i >= nameArray.Length)
                break;

            string assetPath = nameArray[i];

            if(isSearchAssetName && !assetPath.Contains(searchAssetNameSign))
                continue;

            EditorGUILayout.BeginHorizontal("box");
            EditorGUILayout.LabelField($"{i}. 资源文件名: {assetPath}");
            EditorGUILayout.LabelField($"被引用次数: { assetRelatedDic[assetPath].Length}",GUILayout.Width(200));
            if(GUILayout.Button("查看引用详情",GUILayout.Width(100)))
            {
                assetRelatedDic.TryGetValue(assetPath,out var depPathArray);
                previewAssetRelatedItem = new AssetRelatedItem(assetPath,depPathArray);
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();

        OnGUI_AssetDetial(ref previewAssetRelatedItem);

        EditorGUILayout.BeginHorizontal();
        if(GUILayout.Button("首页",GUILayout.Width(100)))
        {
            showPageIndex2 = 0;
        }
        if(GUILayout.Button("上一页",GUILayout.Width(100)))
        {
            showPageIndex2 -= 100;
            if(showPageIndex2 < 0)
                showPageIndex2 = 0;
        }
        EditorGUILayout.LabelField($"{showPageIndex2}/{nameArray.Length}",GUILayout.Width(100));
        if(GUILayout.Button("下一页",GUILayout.Width(100)))
        {
            if((showPageIndex2 + 100) < nameArray.Length)
                showPageIndex2 += 100;
        }
        if(GUILayout.Button("尾页",GUILayout.Width(100)))
        {
            showPageIndex2 = nameArray.Length / 100 * 100;
        }
        EditorGUILayout.EndHorizontal();
    }

    private void OnGUI_PrefabDetial(ref PrefabDependItem prefabDependItem)
    {
        EditorGUILayout.Space(5);
        if(prefabDependItem != null)
        {
            EditorGUILayout.BeginVertical("box");
            if(GUILayout.Button("关闭引用详情",GUILayout.Width(100)))
            {
                prefabDependItem = null;
            }
            EditorGUILayout.Space(2);

            scrollViewPos031 = EditorGUILayout.BeginScrollView(scrollViewPos031,GUILayout.Height(500));

            EditorGUILayout.ObjectField("引用方:",prefabDependItem.prefabObject,typeof(Object),true,GUILayout.Width(400));
            EditorGUILayout.Space(5);

            EditorGUILayout.LabelField("被引用方列表:");
            for(int i = 0; i < prefabDependItem.dependObjectArray.Length; i++)
            {
                EditorGUILayout.Space(2);
                EditorGUILayout.ObjectField($"({i}) 被引用方:",prefabDependItem.dependObjectArray[i],typeof(Object),true,GUILayout.Width(400));
            }

            EditorGUILayout.EndScrollView();
            EditorGUILayout.EndVertical();
        }
        EditorGUILayout.Space(5);
    }

    private void OnGUI_AssetDetial(ref AssetRelatedItem assetRelatedItem)
    {
        EditorGUILayout.Space(5);
        if(assetRelatedItem != null)
        {
            EditorGUILayout.BeginVertical("box");
            if(GUILayout.Button("关闭引用详情",GUILayout.Width(100)))
            {
                assetRelatedItem = null;
            }
            EditorGUILayout.Space(2);

            scrollViewPos041 = EditorGUILayout.BeginScrollView(scrollViewPos041,GUILayout.Height(500));

            EditorGUILayout.ObjectField("被引用方:",assetRelatedItem.assetObject,typeof(Object),true,GUILayout.Width(400));
            EditorGUILayout.Space(5);

            EditorGUILayout.LabelField("引用方列表:");
            for(int i = 0; i < assetRelatedItem.relatedObjectArray.Length; i++)
            {
                EditorGUILayout.Space(2);
                EditorGUILayout.ObjectField($"({i}) 引用方:",assetRelatedItem.relatedObjectArray[i],typeof(Object),true,GUILayout.Width(400));
            }

            EditorGUILayout.EndScrollView();
            EditorGUILayout.EndVertical();

        }
        EditorGUILayout.Space(5);
    }

    //==========

    //准备初始数据
    private void FindAllPrefabDependencies(ref Dictionary<string,string[]> _prefabDependDic,ref Dictionary<string,string[]> _assetRelatedDic,out string[] _prefabNameArray,out string[] _assetExtentArray,out Dictionary<string,string[]> _assetExtentNameDic)
    {
        EditorUtility.DisplayProgressBar("读取项目所有资源","读取所有资源",0);

        //string[] allFilePathArray = Directory.GetFiles(Application.dataPath,"*.*",SearchOption.AllDirectories);
        string[] allFilePathArray = AssetDatabase.GetAllAssetPaths();

        EditorUtility.ClearProgressBar();

        //----------

        _prefabDependDic.Clear();

        EditorUtility.DisplayProgressBar("获取资源引用关系","遍历所有资源",0);
        for(int i = 0; i < allFilePathArray.Length; i++)
        {
            if(i % 100 == 0)
            {
                //间隔刷新UI提示框
                if(EditorUtility.DisplayCancelableProgressBar("获取资源引用关系",$"遍历所有文件 : {i}/{allFilePathArray.Length}",(float)i / allFilePathArray.Length))
                    break;
            }
            _prefabDependDic[allFilePathArray[i]] = AssetDatabase.GetDependencies(allFilePathArray[i],recursiveFind);
        }

        EditorUtility.DisplayProgressBar("读取项目所有资源","资源引用排序",0);
        _prefabDependDic = _prefabDependDic.OrderBy(item => item.Value.Length).ToDictionary(item => item.Key,item => item.Value);

        EditorUtility.ClearProgressBar();

        //----------

        EditorUtility.DisplayProgressBar("反向解析引用关系","遍历所有资源",0);

        Dictionary<string,List<string>> tempAssetDic = new Dictionary<string,List<string>>();
        for(int i = 0; i < allFilePathArray.Length; i++)
        {
            if(i % 200 == 0)
            {
                //间隔刷新UI提示框
                if(EditorUtility.DisplayCancelableProgressBar("反向解析引用关系",$"遍历所有文件 : {i}/{allFilePathArray.Length}",(float)i / allFilePathArray.Length))
                    break;
            }
            if(!tempAssetDic.TryGetValue(allFilePathArray[i],out var relList))
            {
                relList = tempAssetDic[allFilePathArray[i]] = new List<string>();
            }

            foreach(var item in _prefabDependDic)
            {
                if(item.Value.Contains(allFilePathArray[i]))
                {
                    relList.Add(item.Key);
                }
            }
        }

        EditorUtility.DisplayProgressBar("反向解析引用关系","资源引用排序",0);

        _assetRelatedDic.Clear();
        foreach(var item in tempAssetDic)
        {
            _assetRelatedDic[item.Key] = item.Value.ToArray();
        }

        _assetRelatedDic = _assetRelatedDic.OrderBy(item => item.Value.Length).ToDictionary(item => item.Key,item => item.Value);

        EditorUtility.ClearProgressBar();

        //----------

        EditorUtility.DisplayProgressBar("读取引用资源类型","获取所有引用文件类型",0);

        var tempExtentDic = new Dictionary<string,List<string>>();
        foreach(var assetName in _assetRelatedDic.Keys)
        {
            string assetExtent = Path.GetExtension(assetName);
            if(!tempExtentDic.TryGetValue(assetExtent,out var nameList))
            {
                nameList = tempExtentDic[assetExtent] = new List<string>();
            }
            nameList.Add(assetName);
        }

        _assetExtentNameDic = new Dictionary<string,string[]>(tempExtentDic.Count);
        foreach(var item in tempExtentDic)
        {
            _assetExtentNameDic[item.Key] = item.Value.ToArray();
        }

        _assetExtentArray = tempExtentDic.Keys.ToArray();

        _prefabNameArray = _prefabDependDic.Keys.ToArray();

        EditorUtility.ClearProgressBar();
    }

    //==========

    //查找某个Prefab/Scene引用的所有资源
    public class PrefabDependItem
    {
        private string prefabPath;
        private string[] dependPathArray;

        public Object prefabObject;
        public Object[] dependObjectArray;

        public PrefabDependItem(string _prefabPath,string[] _dependPathArray)
        {
            prefabPath = _prefabPath;
            dependPathArray = _dependPathArray;

            LoadDependObjects();
        }

        private void LoadDependObjects()
        {
            prefabObject = AssetDatabase.LoadAssetAtPath<Object>(prefabPath);

            if(dependPathArray == null || dependPathArray.Length == 0)
            {
                dependObjectArray = new Object[0];
                return;
            }

            dependObjectArray = new Object[dependPathArray.Length];
            for(int i = 0; i < dependPathArray.Length; i++)
            {
                if(EditorUtility.DisplayCancelableProgressBar("加载引用该资源的Prefab|Scene",$"加载进度 : {i}/{dependPathArray.Length}",(float)i / dependPathArray.Length))
                {
                    EditorUtility.ClearProgressBar();
                    return;
                }
                Object tempObj = AssetDatabase.LoadAssetAtPath<Object>(dependPathArray[i]);
                dependObjectArray[i] = tempObj;
            }
            EditorUtility.ClearProgressBar();
        }
    }

    //查找某个资源被哪些Prefab/Scene引用
    public class AssetRelatedItem
    {
        private string assetPath;
        private string[] relatedPathArray;

        public Object assetObject;
        public Object[] relatedObjectArray;

        public AssetRelatedItem(string _assetPath,string[] _relatedPathArray)
        {
            assetPath = _assetPath;
            relatedPathArray = _relatedPathArray;

            LoadRelatedObjects();
        }

        private void LoadRelatedObjects()
        {
            assetObject = AssetDatabase.LoadAssetAtPath<Object>(assetPath);

            if(relatedPathArray == null || relatedPathArray.Length == 0)
            {
                relatedObjectArray = new Object[0];
                return;
            }

            relatedObjectArray = new Object[relatedPathArray.Length];
            for(int i = 0; i < relatedPathArray.Length; i++)
            {
                if(EditorUtility.DisplayCancelableProgressBar("加载引用该资源的Prefab|Scene",$"加载进度 : {i}/{relatedPathArray.Length}",(float)i / relatedPathArray.Length))
                {
                    EditorUtility.ClearProgressBar();
                    return;
                }
                Object tempObj = AssetDatabase.LoadAssetAtPath<Object>(relatedPathArray[i]);
                relatedObjectArray[i] = tempObj;
            }
            EditorUtility.ClearProgressBar();
        }
    }

}

旧版实现: 

【UnityEditor】使用AssetDatabase.GetDependencies分析资源引用关系

最后

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