[MenuItem("Tools/Check Text Count")]
public static void CheckText ()
{
//查找指定路径下指定类型的所有资源,返回的是资源GUID
string[] guids = AssetDatabase.FindAssets ("t:GameObject", new string[] { "Assets/Resources/UI" });
//从GUID获得资源所在路径
List<string> paths = new List<string> ();
guids.ToList ().ForEach (m => paths.Add (AssetDatabase.GUIDToAssetPath (m)));
//从路径获得该资源
List<GameObject> objs = new List<GameObject> ();
paths.ForEach (p => objs.Add (AssetDatabase.LoadAssetAtPath (p, typeof (GameObject)) as GameObject));
//下面就可以对该资源做任何你想要的操作了,如查找已丢失的脚本、检查赋值命名等,这里查找所有的Text组件个数
List<Text> texts = new List<Text> ();
objs.ForEach (o => texts.AddRange (o.GetComponentsInChildren<Text> (true)));
Debug.Log ("Text count:" + texts.Count);
}

查找到你想要处理的资源后可以进行各种自定操作了,可参考以下博主的示例:

http://www.xuanyusong.com/archives/3727

其中删除missing的脚本很有用哦,单独Mark一下:

 [MenuItem("Edit/Cleanup Missing Scripts")]
static void CleanupMissingScripts ()
{
for(int i = ; i < Selection.gameObjects.Length; i++)
{
var gameObject = Selection.gameObjects[i]; // We must use the GetComponents array to actually detect missing components
var components = gameObject.GetComponents<Component>(); // Create a serialized object so that we can edit the component list
var serializedObject = new SerializedObject(gameObject);
// Find the component list property
var prop = serializedObject.FindProperty("m_Component"); // Track how many components we've removed
int r = ; // Iterate over all components
for(int j = ; j < components.Length; j++)
{
// Check if the ref is null
if(components[j] == null)
{
// If so, remove from the serialized component array
prop.DeleteArrayElementAtIndex(j-r);
// Increment removed count
r++;
}
} // Apply our changes to the game object
serializedObject.ApplyModifiedProperties();
//这一行一定要加!!!
EditorUtility.SetDirty(gameObject);
}
}
05-11 22:21