孙广东 2015.7.30
问题: 在项目平时删除资源或者脚本资源时产生的prefab的脚本引用丢失,特别是在场景scene中丢了
解决方式
/// 1、又一次Clone项目
/// 2、删除项目的 Library 目录(推荐、解决紧急问题)
/// 3、使用这个脚本解决全部问题(这个当然推荐了)
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic; /// <summary>
/// 查看 prefab的脚本引用丢失
/// 像 : The file 'MemoryStream' is corrupted! Remove it and launch unity again! [Position out of bounds! 20 > 16] 崩溃问题
///
/// http://forum.unity3d.com/threads/unity-4-5-memory-stream-is-corrupted.248356/
/// http://forum.unity3d.com/threads/editor-want-to-check-all-prefabs-in-a-project-for-an-attached-monobehaviour.253149/#post-1673716
/// </summary>
public class SearchForComponents : EditorWindow
{
[MenuItem("DajiaGame/Search For Components")]
static void Init()
{
SearchForComponents window = (SearchForComponents)EditorWindow.GetWindow(typeof(SearchForComponents));
window.Show();
window.position = new Rect(20, 80, 550, 500);
} string[] modes = new string[] { "Search for component usage", "Search for missing components" };
string[] checkType = new string[] { "Check single component", "Check all components" }; List<string> listResult;
List<ComponentNames> prefabComponents, notUsedComponents, addedComponents, existingComponents, sceneComponents;
int editorMode, selectedCheckType;
MonoScript targetComponent;
string componentName = ""; bool showPrefabs, showAdded, showScene, showUnused = true;
Vector2 scroll, scroll1, scroll2, scroll3, scroll4; class ComponentNames
{
public string componentName;
public string namespaceName;
public string assetPath;
public List<string> usageSource;
public ComponentNames(string comp, string space, string path)
{
this.componentName = comp;
this.namespaceName = space;
this.assetPath = path;
this.usageSource = new List<string>();
}
public override bool Equals(object obj)
{
return ((ComponentNames)obj).componentName == componentName && ((ComponentNames)obj).namespaceName == namespaceName;
}
public override int GetHashCode()
{
return componentName.GetHashCode() + namespaceName.GetHashCode();
}
} void OnGUI()
{
GUILayout.Label(position + "");
GUILayout.Space(3);
int oldValue = GUI.skin.window.padding.bottom;
GUI.skin.window.padding.bottom = -20;
Rect windowRect = GUILayoutUtility.GetRect(1, 17);
windowRect.x += 4;
windowRect.width -= 7;
editorMode = GUI.SelectionGrid(windowRect, editorMode, modes, 2, "Window");
GUI.skin.window.padding.bottom = oldValue; switch (editorMode)
{
case 0:
selectedCheckType = GUILayout.SelectionGrid(selectedCheckType, checkType, 2, "Toggle");
GUI.enabled = selectedCheckType == 0;
targetComponent = (MonoScript)EditorGUILayout.ObjectField(targetComponent, typeof(MonoScript), false);
GUI.enabled = true; if (GUILayout.Button("Check component usage"))
{
AssetDatabase.SaveAssets();
switch (selectedCheckType)
{
case 0:
componentName = targetComponent.name;
string targetPath = AssetDatabase.GetAssetPath(targetComponent);
string[] allPrefabs = GetAllPrefabs();
listResult = new List<string>();
foreach (string prefab in allPrefabs)
{
string[] single = new string[] { prefab };
string[] dependencies = AssetDatabase.GetDependencies(single);
foreach (string dependedAsset in dependencies)
{
if (dependedAsset == targetPath)
{
listResult.Add(prefab);
}
}
}
break;
case 1:
List<string> scenesToLoad = new List<string>();
existingComponents = new List<ComponentNames>();
prefabComponents = new List<ComponentNames>();
notUsedComponents = new List<ComponentNames>();
addedComponents = new List<ComponentNames>();
sceneComponents = new List<ComponentNames>(); if (EditorApplication.SaveCurrentSceneIfUserWantsTo())
{
string projectPath = Application.dataPath;
projectPath = projectPath.Substring(0, projectPath.IndexOf("Assets")); string[] allAssets = AssetDatabase.GetAllAssetPaths(); foreach (string asset in allAssets)
{
int indexCS = asset.IndexOf(".cs");
int indexJS = asset.IndexOf(".js");
if (indexCS != -1 || indexJS != -1)
{
ComponentNames newComponent = new ComponentNames(NameFromPath(asset), "", asset);
try
{
System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
System.IO.StreamReader SR = new System.IO.StreamReader(FS);
string line;
while (!SR.EndOfStream)
{
line = SR.ReadLine();
int index1 = line.IndexOf("namespace");
int index2 = line.IndexOf("{");
if (index1 != -1 && index2 != -1)
{
line = line.Substring(index1 + 9);
index2 = line.IndexOf("{");
line = line.Substring(0, index2);
line = line.Replace(" ", "");
newComponent.namespaceName = line;
}
}
}
catch
{
} existingComponents.Add(newComponent); try
{
System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
System.IO.StreamReader SR = new System.IO.StreamReader(FS); string line;
int lineNum = 0;
while (!SR.EndOfStream)
{
lineNum++;
line = SR.ReadLine();
int index = line.IndexOf("AddComponent");
if (index != -1)
{
line = line.Substring(index + 12);
if (line[0] == '(')
{
line = line.Substring(1, line.IndexOf(')') - 1);
}
else if (line[0] == '<')
{
line = line.Substring(1, line.IndexOf('>') - 1);
}
else
{
continue;
}
line = line.Replace(" ", "");
line = line.Replace("\"", "");
index = line.LastIndexOf('.');
ComponentNames newComp;
if (index == -1)
{
newComp = new ComponentNames(line, "", "");
}
else
{
newComp = new ComponentNames(line.Substring(index + 1, line.Length - (index + 1)), line.Substring(0, index), "");
}
string pName = asset + ", Line " + lineNum;
newComp.usageSource.Add(pName);
index = addedComponents.IndexOf(newComp);
if (index == -1)
{
addedComponents.Add(newComp);
}
else
{
if (!addedComponents[index].usageSource.Contains(pName)) addedComponents[index].usageSource.Add(pName);
}
}
}
}
catch
{
}
}
int indexPrefab = asset.IndexOf(".prefab"); if (indexPrefab != -1)
{
string[] single = new string[] { asset };
string[] dependencies = AssetDatabase.GetDependencies(single);
foreach (string dependedAsset in dependencies)
{
if (dependedAsset.IndexOf(".cs") != -1 || dependedAsset.IndexOf(".js") != -1)
{
ComponentNames newComponent = new ComponentNames(NameFromPath(dependedAsset), GetNamespaceFromPath(dependedAsset), dependedAsset);
int index = prefabComponents.IndexOf(newComponent);
if (index == -1)
{
newComponent.usageSource.Add(asset);
prefabComponents.Add(newComponent);
}
else
{
if (!prefabComponents[index].usageSource.Contains(asset)) prefabComponents[index].usageSource.Add(asset);
}
}
}
}
int indexUnity = asset.IndexOf(".unity");
if (indexUnity != -1)
{
scenesToLoad.Add(asset);
}
} for (int i = addedComponents.Count - 1; i > -1; i--)
{
addedComponents[i].assetPath = GetPathFromNames(addedComponents[i].namespaceName, addedComponents[i].componentName);
if (addedComponents[i].assetPath == "") addedComponents.RemoveAt(i); } foreach (string scene in scenesToLoad)
{
EditorApplication.OpenScene(scene);
GameObject[] sceneGOs = GetAllObjectsInScene();
foreach (GameObject g in sceneGOs)
{
Component[] comps = g.GetComponentsInChildren<Component>(true);
foreach (Component c in comps)
{ if (c != null && c.GetType() != null && c.GetType().BaseType != null && c.GetType().BaseType == typeof(MonoBehaviour))
{
SerializedObject so = new SerializedObject(c);
SerializedProperty p = so.FindProperty("m_Script");
string path = AssetDatabase.GetAssetPath(p.objectReferenceValue);
ComponentNames newComp = new ComponentNames(NameFromPath(path), GetNamespaceFromPath(path), path);
newComp.usageSource.Add(scene);
int index = sceneComponents.IndexOf(newComp);
if (index == -1)
{
sceneComponents.Add(newComp);
}
else
{
if (!sceneComponents[index].usageSource.Contains(scene)) sceneComponents[index].usageSource.Add(scene);
}
}
}
}
} foreach (ComponentNames c in existingComponents)
{
if (addedComponents.Contains(c)) continue;
if (prefabComponents.Contains(c)) continue;
if (sceneComponents.Contains(c)) continue;
notUsedComponents.Add(c);
} addedComponents.Sort(SortAlphabetically);
prefabComponents.Sort(SortAlphabetically);
sceneComponents.Sort(SortAlphabetically);
notUsedComponents.Sort(SortAlphabetically);
}
break;
}
}
break;
case 1:
if (GUILayout.Button("Search!"))
{
string[] allPrefabs = GetAllPrefabs();
listResult = new List<string>();
foreach (string prefab in allPrefabs)
{
UnityEngine.Object o = AssetDatabase.LoadMainAssetAtPath(prefab);
GameObject go;
try
{
go = (GameObject)o;
Component[] components = go.GetComponentsInChildren<Component>(true);
foreach (Component c in components)
{
if (c == null)
{
listResult.Add(prefab);
}
}
}
catch
{
Debug.Log("For some reason, prefab " + prefab + " won't cast to GameObject");
}
}
}
break;
}
if (editorMode == 1 || selectedCheckType == 0)
{
if (listResult != null)
{
if (listResult.Count == 0)
{
GUILayout.Label(editorMode == 0 ? (componentName == "" ? "Choose a component" : "No prefabs use component " + componentName) : ("No prefabs have missing components!\nClick Search to check again"));
}
else
{
GUILayout.Label(editorMode == 0 ? ("The following prefabs use component " + componentName + ":") : ("The following prefabs have missing components:"));
scroll = GUILayout.BeginScrollView(scroll);
foreach (string s in listResult)
{
GUILayout.BeginHorizontal();
GUILayout.Label(s, GUILayout.Width(position.width / 2));
if (GUILayout.Button("Select", GUILayout.Width(position.width / 2 - 10)))
{
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(s);
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
}
}
}
else
{
showPrefabs = GUILayout.Toggle(showPrefabs, "Show prefab components");
if (showPrefabs)
{
GUILayout.Label("The following components are attatched to prefabs:");
DisplayResults(ref scroll1, ref prefabComponents);
}
showAdded = GUILayout.Toggle(showAdded, "Show AddComponent arguments");
if (showAdded)
{
GUILayout.Label("The following components are AddComponent arguments:");
DisplayResults(ref scroll2, ref addedComponents);
}
showScene = GUILayout.Toggle(showScene, "Show Scene-used components");
if (showScene)
{
GUILayout.Label("The following components are used by scene objects:");
DisplayResults(ref scroll3, ref sceneComponents);
}
showUnused = GUILayout.Toggle(showUnused, "Show Unused Components");
if (showUnused)
{
GUILayout.Label("The following components are not used by prefabs, by AddComponent, OR in any scene:");
DisplayResults(ref scroll4, ref notUsedComponents);
}
}
} int SortAlphabetically(ComponentNames a, ComponentNames b)
{
return a.assetPath.CompareTo(b.assetPath);
} GameObject[] GetAllObjectsInScene()
{
List<GameObject> objectsInScene = new List<GameObject>();
GameObject[] allGOs = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject));
foreach (GameObject go in allGOs)
{
//if ( go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave )
// continue; string assetPath = AssetDatabase.GetAssetPath(go.transform.root.gameObject);
if (!string.IsNullOrEmpty(assetPath))
continue; objectsInScene.Add(go);
} return objectsInScene.ToArray();
} void DisplayResults(ref Vector2 scroller, ref List<ComponentNames> list)
{
if (list == null) return;
scroller = GUILayout.BeginScrollView(scroller);
foreach (ComponentNames c in list)
{
GUILayout.BeginHorizontal();
GUILayout.Label(c.assetPath, GUILayout.Width(position.width / 5 * 4));
if (GUILayout.Button("Select", GUILayout.Width(position.width / 5 - 30)))
{
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(c.assetPath);
}
GUILayout.EndHorizontal();
if (c.usageSource.Count == 1)
{
GUILayout.Label(" In 1 Place: " + c.usageSource[0]);
}
if (c.usageSource.Count > 1)
{
GUILayout.Label(" In " + c.usageSource.Count + " Places: " + c.usageSource[0] + ", " + c.usageSource[1] + (c.usageSource.Count > 2 ? ", ..." : ""));
}
}
GUILayout.EndScrollView(); } string NameFromPath(string s)
{
s = s.Substring(s.LastIndexOf('/') + 1);
return s.Substring(0, s.Length - 3);
} string GetNamespaceFromPath(string path)
{
foreach (ComponentNames c in existingComponents)
{
if (c.assetPath == path)
{
return c.namespaceName;
}
}
return "";
} string GetPathFromNames(string space, string name)
{
ComponentNames test = new ComponentNames(name, space, "");
int index = existingComponents.IndexOf(test);
if (index != -1)
{
return existingComponents[index].assetPath;
}
return "";
} public static string[] GetAllPrefabs()
{
string[] temp = AssetDatabase.GetAllAssetPaths();
List<string> result = new List<string>();
foreach (string s in temp)
{
if (s.Contains(".prefab")) result.Add(s);
}
return result.ToArray();
}
}