在我们做项目的过程中 经常会有预设中出现空的脚本
例如:
导致的原因是因为 脚本的丢失
现在我们来做一个检查工程中有空脚本的预设工具
老规矩直接上代码 放到工程就能用
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic; public class PrefabTool : EditorWindow
{
[MenuItem("Prefab Tool/Check Missing Scripts")]
static void CheckMissingScripts()
{
List<string> listString = new List<string>(); CollectFiles(Application.dataPath, listString); for (int i = ; i < listString.Count; i++)
{
string Path = listString[i]; float progressBar = (float)i / listString.Count; EditorUtility.DisplayProgressBar("Check Missing Scripts", "The progress of : " + ((int)(progressBar * )).ToString() + "%", progressBar); if (!Path.EndsWith(".prefab"))//只处理prefab文件
{
continue;
} Path = ChangeFilePath(Path); AssetImporter tmpAssetImport = AssetImporter.GetAtPath(Path); GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(tmpAssetImport.assetPath); if (prefab == null)
{
Debug.LogError("空的预设 : " + tmpAssetImport.assetPath); continue;
} Transform[] transforms = prefab.GetComponentsInChildren<Transform>();
//获取所有的子节点; for (int j = ; j < transforms.Length; j++)
{
GameObject obj = transforms[j].gameObject; var components = obj.GetComponents<Component>();
//获取对象所有的Component组件
//所有继承MonoBehaviour的脚本都继承Component for (int k = ; k < components.Length; k++)
{
if (components[k] == null)
{
Debug.LogError("这个预制中有空的脚本 :" + tmpAssetImport.assetPath + " 挂在对象 : " + obj.name + " 上");
}
}
}
}
EditorUtility.ClearProgressBar();
} //改变路径
//这种格式的路径 "C:/Users/XX/Desktop/aaa/New Unity Project/Assets\a.prefab" 改变成 "Assets/a.prefab"
static string ChangeFilePath(string path)
{
path = path.Replace("\\", "/");
path = path.Replace(Application.dataPath + "/", "");
path = "Assets/" + path; return path;
} //迭代获取文件路径;
static void CollectFiles(string directory, List<string> outfiles)
{
string[] files = Directory.GetFiles(directory); outfiles.AddRange(files); string[] childDirectories = Directory.GetDirectories(directory); if (childDirectories != null && childDirectories.Length > )
{
for (int i = ; i < childDirectories.Length; i++)
{
string dir = childDirectories[i];
if (string.IsNullOrEmpty(dir)) continue;
CollectFiles(dir, outfiles);
}
}
}
}
参考 Unity3D研究院编辑器之不实例化Prefab获取删除更新组件(十五) | 雨松MOMO程序研究院
链接:http://www.xuanyusong.com/archives/3727
这篇博客里面那个删除空脚本的方法 我测试 发现有问题 并不能用!