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批量删除prefab上丢失的脚本

批量删除prefab上丢失的脚本

作者: 光棍狗没有可持续发展 | 来源:发表于2018-05-22 15:19 被阅读0次

    项目进行到中后期,资源脚本不断变动,有些脚本不需要了已经移除掉,可能忘记更新脚本所在的prefab,或者更新不完全有遗漏等。。。工程运行起来时可能会出现这种情况:一大串警告“The referenced script on this Behaviour is missing!”。

    这种情况需要把prefab上丢失不用的脚本移除掉,如果有很多个prefab丢失脚本,手动一个个移除工作量是非常大的。

    能写个工具批量处理将节省大量工作量,经过研究发现需要把丢失脚本的prefab序列化移除掉不用的记录,prefab可以用记事本打开,发现里面有个“m_Component”,就是这个属性记录挂载的脚本,所以读取该属性移除掉丢失脚本的记录,替换掉相应的prefab即可。。

    [MenuItem("ZYKJ/RemoveMissComponent")] 

     static public void RemoveMissComponent() 

     {

     UnityEngine.Object[] obj = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.DeepAssets); 

     GameObject targetObj = null; 

     GameObject prefabObj = null; 

     Debug.LogError(obj.Length);

     for (int i = 0, j = obj.Length; i < j; i++) 

     { 

     EditorUtility.DisplayProgressBar("移除进度", string.Format("{0}/{1}", i + 1, obj.Length), (i + 1f) / obj.Length);

     if (null == obj[i]) continue; 

     PrefabType pType = PrefabUtility.GetPrefabType(obj[i]); 

     if (pType != PrefabType.Prefab) continue; 

     //targetObj = (GameObject)obj[i]; 

     //if (null != targetObj) 

     //prefabObj = GameObject.Instantiate(targetObj) as GameObject; 

     prefabObj = (GameObject)AssetDatabase.LoadAssetAtPath(AssetDatabase.GetAssetPath(obj[i]), typeof(UnityEngine.Object)); 

     if (null != prefabObj) 

     { 

     CheckMissComponent(prefabObj, targetObj);

     } 

     //if (null != prefabObj) 

     // UnityEngine.Object.DestroyImmediate(prefabObj); 

     }

     EditorUtility.ClearProgressBar();

     EditorUtility.DisplayDialog("替换结果", "完成替换", "确定");

     AssetDatabase.Refresh(); 

     AssetDatabase.SaveAssets(); 

     }

     static void CheckMissComponent(GameObject prefabObj, GameObject targetObj)

     {

     if (null == prefabObj /*|| null == targetObj*/) return; 

     Transform root = prefabObj.GetComponent(); 

     Transform[] trans = prefabObj.GetComponentsInChildren(true);

     ListtList = new List(trans);

     tList.Add(root); 

     for (int i = 0, j = tList.Count; i < j; i++) 

     { 

     SerializedObject seri = new SerializedObject(tList[i].gameObject); 

     SerializedProperty serPro = seri.FindProperty("m_Component"); 

     Component[] comps = tList[i].gameObject.GetComponents();

      for(int a = 0,b = comps.Length;a < b;a++)

      {

       if(comps[a] == null)

        serPro.DeleteArrayElementAtIndex(a);

       }

       seri.ApplyModifiedProperties();

       }

       //PrefabUtility.ReplacePrefab(prefabObj, targetObj);

    }

    不同unity版本处理方法不一样:

    using UnityEngine;

    using System.Collections;

    using UnityEngine;

    using UnityEditor;

    using System;

    using System.IO;

    public class SmallTools

    {

        [MenuItem("Tools/SmallToos/RemoveMissingComponent")]

        static void RemoveMissingComponent()

        {

            string[] allAssets = AssetDatabase.GetAllAssetPaths();

            float face = 1f / allAssets.Length;

            float process  = face;

            for (int i = 0, j = allAssets.Length; i < j; i++)

            {

                EditorUtility.DisplayProgressBar("RemoveMissingComponent", string.Format("正在查找{0}%", process * 100), process);

                process += face;

                if (!allAssets[i].Contains("____noPublic"))

                    continue;

                if (".prefab" != Path.GetExtension(allAssets[i]))

                    continue;

                RemoveMissingComponent(allAssets[i]);

            }

            EditorUtility.ClearProgressBar();

            AssetDatabase.Refresh();

            AssetDatabase.SaveAssets();

        }

        static void RemoveMissingComponent(string path)

        {

            GameObject go1 = AssetDatabase.LoadAssetAtPath(path,typeof(GameObject)) as GameObject;

            if (null == go1)

                return;

            Transform[] trans = go1.GetComponentsInChildren<Transform>(true);

            bool isModified = false;

            for (int i = 0, j = trans.Length; i < j; i++)

            {

                Component[] comps = trans[i].gameObject.GetComponents<Component>();

                bool isRemove = RemoveMissingComponent(comps, trans[i].gameObject);

                if (isRemove)

                    isModified = isRemove;

            }

            GameObject go2 = GameObject.Instantiate(go1) as GameObject;

            if (isModified)

            {

                PrefabUtility.CreatePrefab(path, go2,ReplacePrefabOptions.ConnectToPrefab);

            }

            GameObject.DestroyImmediate(go2);

        }

        static bool RemoveMissingComponent(Component[] comps,GameObject go)

        {

            SerializedObject sObj = new SerializedObject(go);

            SerializedProperty sPro = sObj.FindProperty("m_Component");

            if (null == sPro) return false;

            bool isModified = false;

            for (int i = 0, j = comps.Length; i < j; i++)

            {

                if (null == comps[i])

                {

                    isModified = true;

                    Debug.LogError("================>>1" + go.name + " // " + sPro.arraySize);

                    sPro.DeleteArrayElementAtIndex(i);

                    Debug.LogError("================>>2" + go.name + " // " + sPro.arraySize);

                }

            }

            if (isModified)

            {

                bool isApply = sObj.ApplyModifiedProperties();

                //sObj.Update();

                Debug.LogError("==============>>isApply " + isApply);

            }

            return isModified;

        }

    }

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