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编辑器扩展(选中一物体,查找当前场景那些脚本引用了它)

编辑器扩展(选中一物体,查找当前场景那些脚本引用了它)

作者: UnityChan | 来源:发表于2019-10-08 15:34 被阅读0次

查找选中物体的引用脚本

这个插件非常适合看别人项目时,为了理清逻辑关系,有时候需要在Hierarchy面板上一个一个找,看那个物体身上的脚本引用了你想要找的物体。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using UnityEngine.SceneManagement;

namespace MyUtility
{
    public class FindObjRefsEditorWindow : EditorWindow
    {
        #region window
        [MenuItem("Tools/MyUtility/FindObjRefs")]
        static void Open()
        {
            OpenWindow("FindObjRefs");
        }

        Vector2 scrollPos;

        public static void OpenWindow(string windowTitle)
        {
            FindObjRefsEditorWindow window = GetWindow<FindObjRefsEditorWindow>(windowTitle);
            window.position = new Rect(Screen.width / 2, Screen.height / 2, 500, 500);
            window.Show();
        }

        protected void Button(string btnName, Action action = null, float width = 300)
        {
            if (GUILayout.Button(btnName, GUILayout.Width(width)))
            {
                if (action != null)
                    action();
            }
        }
        protected void Button(string btnName, Action action = null)
        {
            if (GUILayout.Button(btnName))
            {
                EditorApplication.delayCall += () =>
                {
                    if (action != null)
                        action();
                };
            }
        }
        protected void ShowNotification(string msg)
        {
            this.ShowNotification(new GUIContent(msg));
        }

        /// <summary>
        /// 在这里实现自己的编辑器界面。
        /// </summary>
        protected virtual void OnGUI()
        {
            scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
            DrawFindRefWindowGUI();
            EditorGUILayout.EndScrollView();
        }

        protected virtual void OnEnable()
        {

        }

        protected virtual void OnFocus()
        {

        }
        /// <summary>
        /// 只要选择发生改变时调用。 
        /// </summary>
        protected virtual void OnSelectionChange()
        {
            //Transform tr = Selection.transforms[0];
            //Debug.Log("当前选择的是:" + tr.name);
        }

        /// <summary>
        /// 在给定检视面板每秒10帧更新。 
        /// </summary>
        protected virtual void OnInspectorUpdate()
        {
            //Debug.Log("窗口面板的更新");
            //这里开启窗口的重绘,不然窗口信息不会刷新
            this.Repaint();
        }
        #endregion

        #region FindObjRefs
        List<MonoBehaviour> references = new List<MonoBehaviour>();
        List<string> fieldNames = new List<string>();

        Transform preTran = null;

        bool checkRef(object obj)
        {
            bool b = false;
            Transform s = Selection.activeTransform;
            if (s == null) return b;
            List<Component> c = new List<Component>();
            c.Clear();
            List<Transform> transforms = new List<Transform>();
            transforms.Clear();
            transforms.Add(s.transform);
            int len = transforms.Count;
            for (int i = 0; i < len; i++)
            {
                Transform t = transforms[i];
                if (t == null) continue;
                Component[] components = t.GetComponents<Component>();
                if (components.Length > 0)
                {
                    c.AddRange(components);
                }
            }
            int l = c.Count;
            for (int j = 0; j < l; j++)
            {
                Component com = c[j];
                if (com == null) continue;

                if ((object)com == obj || (object)com.gameObject == obj)
                {
                    b = true;
                    break;
                }
            }
            return b;
        }

        public static void GetChildrenTrans(Transform transform, List<Transform> transforms)
        {
            int l = transform.childCount;
            if (l <= 0) return;
            for (int i = 0; i < l; i++)
            {
                var child = transform.GetChild(i);
                if (child != null)
                {
                    transforms.Add(child);
                    GetChildrenTrans(child, transforms);
                }
            }
        }
        public static List<Transform> GetActiveSceneTrans()
        {
            List<Transform> trans = new List<Transform>();
            GameObject[] roots = getSceneRootGameObjects(GetCurrentActiveScene());
            int len = roots.Length;
            for (int i = 0; i < len; i++)
            {
                GameObject g = roots[i];
                if (g == null) continue;
                trans.Add(g.transform);
                GetChildrenTrans(g.transform, trans);
            }
            //Debug.Log(trans.Count);
            return trans;
        }
        public static GameObject[] getSceneRootGameObjects(Scene scene)
        {
            return scene.GetRootGameObjects();
        }
        public static Scene GetCurrentActiveScene()
        {
            return SceneManager.GetActiveScene();
        }
        void find_reference()
        {
            references.Clear();
            fieldNames.Clear();

            List<MonoBehaviour> monos = new List<MonoBehaviour>();
            monos.Clear();
            List<Transform> trans = GetActiveSceneTrans();
            int len = trans.Count;
            for (int i = 0; i < len; i++)
            {
                Transform tran = trans[i];
                if (tran == null) continue;
                MonoBehaviour[] mono = tran.GetComponents<MonoBehaviour>();
                if (mono.Length > 0)
                {
                    monos.AddRange(mono);
                }
            }

            Transform select = Selection.activeTransform;
            if (select == null) return;
            preTran = select;

            int l = monos.Count;
            for (int i = 0; i < l; i++)
            {
                MonoBehaviour mono = monos[i];
                if (mono == null) continue;
                System.Reflection.FieldInfo[] fieldInfos = mono.GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
                int fieldLen = fieldInfos.Length;
                for (int j = 0; j < fieldLen; j++)
                {
                    System.Reflection.FieldInfo fieldInfo = fieldInfos[j];
                    if (fieldInfo == null) continue;

                    if (checkRef(fieldInfo.GetValue(mono)))
                    {
                        //Debug.Log("Find");
                        references.Add(mono);
                        fieldNames.Add(fieldInfo.Name);
                    }

                    if (fieldInfo.GetValue(mono) != null
                        && fieldInfo.GetValue(mono).GetType() != null)
                    {
                        System.Reflection.FieldInfo[] fields = fieldInfo.GetValue(mono).GetType().GetFields(System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public);
                        int _len = fields.Length;
                        for (int k = 0; k < _len; k++)
                        {
                            System.Reflection.FieldInfo f = fields[k];
                            if (f == null) continue;

                            if (checkRef(f.GetValue(fieldInfo.GetValue(mono))))
                            {
                                //Debug.Log("Find");
                                references.Add(mono);
                                fieldNames.Add(fieldInfo.Name + "/" + f.Name);
                            }
                        }
                    }
                }
            }

        }

        void reference_GUI()
        {
            if (fieldNames.Count <= 0) return;
            references.RemoveAll(r => r == null);
            int len = references.Count;
            for (int i = 0; i < len; i++)
            {
                MonoBehaviour mono = references[i];
                string fieldName = fieldNames[i];
                if (mono == null) continue;

                EditorGUILayout.Space();
                EditorGUILayout.Space();
                EditorGUILayout.LabelField("FieldName: <" + fieldName + ">", EditorStyles.boldLabel);
                EditorGUILayout.ObjectField(mono, typeof(MonoBehaviour), true);
                if (GUILayout.Button("Find"))
                {
                    EditorApplication.delayCall += () =>
                    {
                        Selection.activeObject = mono;
                    };
                }
                EditorGUILayout.Space();
                EditorGUILayout.Space();
            }
        }

        protected void DrawFindRefWindowGUI()
        {
            EditorGUILayout.LabelField("<Select a GameObject In Scene>", EditorStyles.boldLabel);

            EditorGUILayout.Space();

            if (preTran != null)
                EditorGUILayout.LabelField(preTran.name, EditorStyles.largeLabel);


            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("SceneReferences:", EditorStyles.boldLabel);

            if (GUILayout.Button("ReFresh", GUILayout.Width(100)))
            {
                EditorApplication.delayCall += () =>
                {
                    if (Selection.activeTransform == null)
                    {
                        ShowNotification("Select a GameObject In Scene");
                        return;
                    }
                    find_reference();
                };
            }
            EditorGUILayout.Space();
            EditorGUILayout.Space();

            using (new EditorGUILayout.VerticalScope(GUI.skin.box))
            {
                reference_GUI();
            }
        }
        #endregion
    }
}

语文水平有限,表达不清晰。。。大家可以下载下来试一下,傻瓜式一键操作。
本次水文结束。

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