笔者介绍:姜雪伟,IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。
CSDN视频网址:http://edu.csdn.net/lecturer/144
在游戏开发中,UI是经常需要变动的,一款游戏从开发到结束,UI至少更换好多版,这就给替换UI的人增加了很多负担,认为的因素很难将旧的UI彻底删除掉,这样就会出现很多冗余的资源,在项目后期要将这些冗余的资源清除掉,如果单靠人工操作难免会出现各种错误,其实我们完全可以通过工具将它们删除掉。下面把删除冗余的工具代码给读者展示如下:
using UnityEngine; using UnityEditor; using System.IO; using System.Linq; using System.Text.RegularExpressions; using System.Collections.Generic; using System.Text; using System; public static class LinqHelper { public static TSource Fold<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func, TSource id) { TSource r = id; foreach (var s in source) { r = func(r, s); } return r; } public static void ForEach<T>(this IEnumerable<T> source, Action<T> action) { foreach (T element in source) action(element); } public static IEnumerable<U> SelectI<U, T>(this IEnumerable<T> source, Func<T, int, U> action) { int i = 0; foreach (var s in source) { yield return action(s, i); i += 1; } } public static TSource Reduce<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func) where TSource : new() { return Fold<TSource>(source, func, new TSource()); } public static void ForEachI<T>(this IEnumerable<T> source, Action<T, int> action) { int i = 0; foreach (T element in source) { action(element, i); i += 1; } } } public static class FindUnUnUsedUITexture { static List<string> getUUIDsInFile(string path) { StreamReader file = new StreamReader(path); List<string> uuids = new List<string>(); string line; while ((line = file.ReadLine()) != null) { var reg = new Regex(@"([a-f0-9]{32})"); var m = reg.Match(line); if (m.Success) { uuids.Add(m.Groups[0].Value); } } file.Close(); return uuids; } // Use this for initialization [MenuItem("Tools/UI冗余图片扫描")] public static void Scan() { var uiPrefabRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录", "Assets",""); if (string.IsNullOrEmpty(uiPrefabRootDir)) { return; } var uiPicRootDir = EditorUtility.OpenFolderPanel("选择UIPrefab目录", "Assets", ""); if (string.IsNullOrEmpty(uiPicRootDir)) { return; } //find all meta and pic path var uuidReg = new Regex(@"guid: ([a-f0-9]{32})"); var pngs = Directory.GetFiles(uiPicRootDir, "*.meta", SearchOption.AllDirectories) .Select(p => "Assets/" + p.Replace('\\','/').Substring(Application.dataPath.Length+1)) .Where(p => { return p.EndsWith(".png.meta") || p.EndsWith(".jpg.meta") || p.EndsWith(".tag.meta"); }).ToList(); var uuid2path = new Dictionary<string, string>(); pngs.ForEachI((png, i) => { var matcher = uuidReg.Match(File.ReadAllText(png)); var uuid = matcher.Groups[1].Value; if (uuid2path.ContainsKey(uuid)) { Debug.LogError("uuid dup" + uuid + " \n" + png + "\n" + uuid2path[uuid]); } else { uuid2path.Add(uuid, png.Substring(0,png.Length-5)); } EditorUtility.DisplayProgressBar("扫描图片中", png, (float)i / pngs.Count); }); //find all prefab and search pic uuid var prefabs = Directory.GetFiles(uiPrefabRootDir, "*.prefab", SearchOption.AllDirectories); var anims = Directory.GetFiles("Assets/", "*.anim", SearchOption.AllDirectories).Where(p => !p.Replace('\\', '/').Contains("Characters/")); var allFiles = prefabs.Concat(anims).ToList(); var alluuids = allFiles .SelectI((f, i) => { EditorUtility.DisplayProgressBar("获取引用关系", f, (float)i / allFiles.Count); return getUUIDsInFile(f); }).ToList().Aggregate((a, b) => a.Concat(b).ToList()).ToList(); EditorUtility.ClearProgressBar(); //rm used pic uuid var uuidshashset = new HashSet<string>(alluuids); var em = uuidshashset.GetEnumerator(); while(em.MoveNext()) { var uuid = em.Current; uuid2path.Remove(uuid); } StringBuilder sb = new StringBuilder(); sb.Append("UnUsedFiles: "); sb.Append(uuid2path.Count); sb.Append("\n"); uuid2path.ForEach(kv => sb.Append(kv.Value +"\n")); File.WriteAllText("Assets/unusedpic.txt", sb.ToString()); EditorUtility.DisplayDialog("扫描成功", string.Format("共找到{0}个冗余图片\n请在Assets/unsedpic.txt查看结果",uuid2path.Count), "ok"); } }
将该脚本放置到Editor文件夹下面,然后在Tool菜单下点击UI冗余图片扫描就会弹出窗口将冗余的UI图片列出来,非常方便。
另外,在游戏中经常出现脚本丢失情况,自己查找非常麻烦,这个也可以通过工具去查找,代码如下所示:
using System.Linq; using UnityEditor; using UnityEngine; using System.Collections.Generic; using System.Text.RegularExpressions; using System.IO; using System; public static class MissingScriptFinder { private const string MENU_ROOT = "Tool/Missing References/"; public static string GetHierarchyName(Transform t) { if (t == null) return ""; var pname = GetHierarchyName(t.parent); if (pname != "") { return pname + "/" + t.gameObject.name; } return t.gameObject.name; } public static TSource Fold<TSource>(this IEnumerable<TSource> source, Func<TSource, TSource, TSource> func,TSource id) { TSource r = id; foreach(var s in source) { r = func(r,s); } return r; } public static void ForEachI<T>(this IEnumerable<T> source, Action<T,int> action) { int i = 0; foreach (T element in source) { action(element,i); i += 1; } } public static void ForEach<T>(this IEnumerable<T> source, Action<T> action) { foreach (T element in source) { action(element); } } static HashSet<string> findAllScriptUUIDsInAssets() { var uuids = Directory.GetFiles("Assets/", "*.cs.meta", SearchOption.AllDirectories) .Select(p => { return File.ReadAllLines(p)[1].Substring(6); }).ToList(); //find dll uuids var dlluuids = Directory.GetFiles(EditorApplication.applicationContentsPath, "*.dll", SearchOption.AllDirectories) .Select(p => { return AssetDatabase.AssetPathToGUID(p.Replace('\\', '/')); }).Where(s => s!= "").ToList(); return new HashSet<string>(uuids.Concat(dlluuids)); } static Regex s_scriptUUIDReg = new Regex(@"m_Script: \{fileID: [0-9]+, guid: ([0-9a-f]{32}), type: 3\}"); static string getScriptUUID(string line) { var m = s_scriptUUIDReg.Match(line); if (m.Success) { return m.Groups[1].Value; } if(line.Contains("m_Script: {fileID: 0}")) //missing script { return "0"; } return null; } static Dictionary<string,HashSet<string>> findAllPrefabScriptRefInDir(string dir,Action<int> onBeginFinding,Action<int,string,int> onFinding, Action onEndFinding ) { var allPrefabs = Directory.GetFiles(dir, "*.prefab", SearchOption.AllDirectories); onBeginFinding(allPrefabs.Length); Dictionary<string, HashSet<string>> r = new Dictionary<string, HashSet<string>>(); for (int i =0;i<allPrefabs.Length;++i) { onFinding(i, allPrefabs[i],allPrefabs.Length); File.ReadAllLines(allPrefabs[i]).ForEach(line => { string s = getScriptUUID(line); if (s != null) { HashSet<string> files = null; r.TryGetValue(s, out files); if (files == null) { files = new HashSet<string>(); r.Add(s, files); } files.Add(allPrefabs[i]); } }); } onEndFinding(); return r; } private static void FindMissionRefInGo(GameObject go) { var components = go.GetComponents<MonoBehaviour>(); foreach (var c in components) { // Missing components will be null, we can't find their type, etc. if (!c) { var assetPath = AssetDatabase.GetAssetPath(go); if(assetPath != "" && assetPath != null) { Debug.LogError("missing script: " + GetHierarchyName(go.transform) + "-->" + assetPath); } else { Debug.LogError("missing script: " + GetHierarchyName(go.transform)); } continue; } } foreach(Transform t in go.transform) { FindMissionRefInGo(t.gameObject); } } public static IEnumerable<GameObject> SceneRoots() { var prop = new HierarchyProperty(HierarchyType.GameObjects); var expanded = new int[0]; while (prop.Next(expanded)) { yield return prop.pptrValue as GameObject; } } [MenuItem(MENU_ROOT + "search in scene")] public static void FindMissingReferencesInCurrentScene() { var objs = SceneRoots(); int count = objs.Count(); objs.ForEachI((prefab, i) => { EditorUtility.DisplayProgressBar("check missing prefabs", prefab.ToString(), (float)i / count); FindMissionRefInGo(prefab); }); EditorUtility.ClearProgressBar(); } [MenuItem(MENU_ROOT + "search in all assets")] public static void MissingSpritesInAssets() { var allScriptsIds = findAllScriptUUIDsInAssets(); var refScriptIds = findAllPrefabScriptRefInDir("Assets/", (count) => { EditorUtility.DisplayProgressBar("scanning","",0); }, (idx,file,count) => { EditorUtility.DisplayProgressBar("scanning", file, (float) idx/count); }, () => { EditorUtility.ClearProgressBar(); }); var missingScriptsFiles = refScriptIds .Where(kv => !allScriptsIds.Contains(kv.Key)) .Select(kv => kv.Value) .ToList() .Fold((a,b)=>new HashSet<string>(a.Concat(b)),new HashSet<string>()); Debug.LogError("----------------------------------------->\nMissingFiles: " + missingScriptsFiles.Count); missingScriptsFiles.ForEachI((f, i) => { EditorUtility.DisplayProgressBar("check missing prefabs", f, (float)i / missingScriptsFiles.Count); var prefab = AssetDatabase.LoadAssetAtPath(f, typeof(GameObject)) as GameObject; FindMissionRefInGo(prefab); }); EditorUtility.ClearProgressBar(); } }
同样需要将该脚本放置到Editor文件夹下面,点击菜单栏中的Tool/Missing Reference 即可实现丢失脚本的查找,它可以分成多个部分查找,自己可以去测试一下。