方法一:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using System.Collections.Generic;
public class FindReferences
{
[MenuItem("Assets/Find References", false, 10)]
static private void Find()
{
EditorSettings.serializationMode = SerializationMode.ForceText;
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (!string.IsNullOrEmpty(path))
{
string guid = AssetDatabase.AssetPathToGUID(path);
List withoutExtensions = new List(){".prefab",".unity",".mat",".asset"};
string[] files = Directory.GetFiles(Application.dataPath, "*.*", SearchOption.AllDirectories)
.Where(s => withoutExtensions.Contains(Path.GetExtension(s).ToLower())).ToArray();
int startIndex = 0;
EditorApplication.update = delegate()
{
string file = files[startIndex];
bool isCancel = EditorUtility.DisplayCancelableProgressBar("匹配资源中", file, (float)startIndex / (float)files.Length);
if (Regex.IsMatch(File.ReadAllText(file), guid))
{
Debug.Log(file, AssetDatabase.LoadAssetAtPath<Object>(GetRelativeAssetsPath(file)));
}
startIndex++;
if (isCancel || startIndex >= files.Length)
{
EditorUtility.ClearProgressBar();
EditorApplication.update = null;
startIndex = 0;
Debug.Log("匹配结束");
}
};
}
}
[MenuItem("Assets/Find References", true)]
static private bool VFind()
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
return (!string.IsNullOrEmpty(path));
}
static private string GetRelativeAssetsPath(string path)
{
return "Assets" + Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "").Replace('\\', '/');
}
}
方法二,只能在mac上使用 :
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
public class FindProject {
#if UNITY_EDITOR_OSX
[MenuItem("Assets/Find References In Project", false, 2000)]
private static void FindProjectReferences()
{
string appDataPath = Application.dataPath;
string output = "";
string selectedAssetPath = AssetDatabase.GetAssetPath (Selection.activeObject);
List<string> references = new List<string>();
string guid = AssetDatabase.AssetPathToGUID (selectedAssetPath);
var psi = new System.Diagnostics.ProcessStartInfo();
psi.WindowStyle = System.Diagnostics.ProcessWindowStyle.Maximized;
psi.FileName = "/usr/bin/mdfind";
psi.Arguments = "-onlyin " + Application.dataPath + " " + guid;
psi.UseShellExecute = false;
psi.RedirectStandardOutput = true;
psi.RedirectStandardError = true;
System.Diagnostics.Process process = new System.Diagnostics.Process();
process.StartInfo = psi;
process.OutputDataReceived += (sender, e) => {
if(string.IsNullOrEmpty(e.Data))
return;
string relativePath = "Assets" + e.Data.Replace(appDataPath, "");
// skip the meta file of whatever we have selected
if(relativePath == selectedAssetPath + ".meta")
return;
references.Add(relativePath);
};
process.ErrorDataReceived += (sender, e) => {
if(string.IsNullOrEmpty(e.Data))
return;
output += "Error: " + e.Data + "\n";
};
process.Start();
process.BeginOutputReadLine();
process.BeginErrorReadLine();
process.WaitForExit(2000);
foreach(var file in references){
output += file + "\n";
Debug.Log(file, AssetDatabase.LoadMainAssetAtPath(file));
}
Debug.LogWarning(references.Count + " references found for object " + Selection.activeObject.name + "\n\n" + output);
}
#endif
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