介绍
Unity批量删除物体上引用丢失的脚本
使用场景
当在外部导入资源时会造成物体上挂载的脚本引用丢失,一个个删除比较麻烦,可以借用这个工具快速实现
工具原理
-
继承EditorWindow绘制一个自定义的编辑器窗口
-
加载Assets目录下所有预制体
- 获取其所有子物体的Component组件
- 如果组件为Null则表示丢失
- 将丢失的物体加入待清理列表
-
遍历待清理列表,通过**GameObjectUtility.RemoveMonoBehavioursWithMissingScript(obj);**进行清理;
使用API
- 高亮显示资源并选中
EditorGUIUtility.PingObject(selectTarget);
Selection.activeObject = selectTarget;
- 获取指定文件夹下指定类型得资源路径
Directory.GetFiles("Assets","*.prefab",SearchOption.AllDirectories);
- 显示进度条
if(EditorUtility.DisplayCancelableProgressBar("Title","信息",Rage(0,1)))
{
EditorUtility.ClearProgressBar();
break;
}
- 移除丢失脚本的组件
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gamoObjList[i]);
- 编辑器下加载资源、保存资源
AssetDatabase.LoadAssetAtPath<GameObject>(paths[i]);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
代码
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Tools.MissingScriptsToolWindowTool
{
public class MissingScriptsWindowTool : EditorWindow
{
[MenuItem("Tools/Missing Scripts Window")]
public static void ShowWindow()
{
GetWindow(typeof(MissingScriptsWindowTool),false,"Missing Scripts GameObjects");
}
List<GameObject> missGamoObjList = new List<GameObject>();
private void OnEnable()
{
SelectMissingGameObjects(ref missGamoObjList);
}
private Vector2 scrollPosition = Vector2.zero;
private void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.Box("丢失脚本物体列表:");
if(GUILayout.Button("刷新列表",GUILayout.Width(150)))
{
SelectMissingGameObjects(ref missGamoObjList);
}
if(GUILayout.Button("清除无效脚本",GUILayout.Width(150)))
{
RemoveMissingGameObjects(ref missGamoObjList);
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
if(missGamoObjList.Count == 0)
{
GUILayout.Label("没有丢失脚本的物体");
return;
}
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
for(int i = 0; i < missGamoObjList.Count; i++)
{
GUILayout.BeginHorizontal("Box",GUILayout.Height(30));
GUILayout.Label(i.ToString(),"AssetLabel",GUILayout.Width(40));
GUILayout.Space(10);
if(GUILayout.Button(missGamoObjList[i].name,"AnimLeftPaneSeparator"))
{
GameObject selectTarget = missGamoObjList[i];
while(selectTarget.transform.parent != null)
{
selectTarget = selectTarget.transform.parent.gameObject;
}
EditorGUIUtility.PingObject(selectTarget);
Selection.activeObject = selectTarget;
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
}
GUILayout.EndScrollView();
}
private static void SelectMissingGameObjects(ref List<GameObject> gameObjList)
{
gameObjList.Clear();
string[] paths = Directory.GetFiles("Assets","*.prefab",SearchOption.AllDirectories);
for(int i = 0; i < paths.Length; i++)
{
if(EditorUtility.DisplayCancelableProgressBar("查找GameObject···","数量 : " + i,(float)i / paths.Length))
{
EditorUtility.ClearProgressBar();
break;
}
GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>(paths[i]);
if(tempObj != null)
{
Transform[] transArr = tempObj.GetComponentsInChildren<Transform>();
for(int j = 0; j < transArr.Length; j++)
{
Component[] components = transArr[j].GetComponents<Component>();
for(int k = 0; k < components.Length; k++)
{
if(components[k] == null)
{
if(!gameObjList.Contains(transArr[j].gameObject))
gameObjList.Add(transArr[j].gameObject);
}
}
}
}
}
EditorUtility.ClearProgressBar();
}
private static void RemoveMissingGameObjects(ref List<GameObject> gameObjList)
{
if(gameObjList.Count == 0)
return;
for(int i = 0; i < gameObjList.Count; i++)
{
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gameObjList[i]);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
gameObjList.Clear();
}
}
}