【UnityEditor】获取工程内所有Missing丢失引用的物体,并一键移除Missing

这个博客介绍了如何使用Unity Editor的扩展工具来查找并清除项目中丢失的脚本。工具能够快速筛选出含有缺失脚本的GameObject,并提供一键清除功能,优化项目性能。通过遍历Assets目录下的Prefab文件,找出丢失脚本的对象,然后进行清理,提高开发效率。

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1. 打开Editor面板可能耗时较长,取决于项目内文件数量多少

2. 清除无效脚本(Missing)可能耗时较长,取决于Missing的数量多少

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

namespace SimpleFrame.Tool
{
    public class MissingScriptsToolWindow : EditorWindow
    {
        [MenuItem("MyTools/Missing Scripts Window",priority = EditorCommon.missScriptToolPriority)]
        public static void ShowWindow()
        {
            GetWindow(typeof(MissingScriptsToolWindow),false,"Missing Scripts GameObjects");
        }

        List<GameObject> missGamoObjList = new List<GameObject>();

        private void OnEnable()
        {
            SelectMissingGameObjects(ref missGamoObjList);
        }

        private Vector2 scrollPosition = Vector2.zero;
        private void OnGUI()
        {
            GUILayout.BeginHorizontal();
            GUILayout.Box("丢失脚本物体列表:");
            if(GUILayout.Button("刷新列表",GUILayout.Width(150)))
            {
                SelectMissingGameObjects(ref missGamoObjList);
            }
            if(GUILayout.Button("清除无效脚本",GUILayout.Width(150)))
            {
                RemoveMissingGameObjects(ref missGamoObjList);
            }
            GUILayout.EndHorizontal();

            GUILayout.Space(10);
            if(missGamoObjList.Count == 0)
            {
                GUILayout.Label("没有丢失脚本的物体");
                return;
            }

            scrollPosition = GUILayout.BeginScrollView(scrollPosition);

            for(int i = 0; i < missGamoObjList.Count; i++)
            {
                GUILayout.BeginHorizontal("Box",GUILayout.Height(30));

                GUILayout.Label(i.ToString(),"AssetLabel",GUILayout.Width(40));
                GUILayout.Space(10);
                if(GUILayout.Button(missGamoObjList[i].name,"AnimLeftPaneSeparator"))
                {
                    GameObject selectTarget = missGamoObjList[i];
                    while(selectTarget.transform.parent != null)
                    {
                        selectTarget = selectTarget.transform.parent.gameObject;
                    }
                    EditorGUIUtility.PingObject(selectTarget);
                    Selection.activeObject = selectTarget;
                }

                GUILayout.EndHorizontal();
                GUILayout.Space(5);
            }

            GUILayout.EndScrollView();
        }

        private static void SelectMissingGameObjects(ref List<GameObject> gamoObjList)
        {
            gamoObjList.Clear();

            string[] paths = Directory.GetFiles("Assets","*.prefab",SearchOption.AllDirectories);
            for(int i = 0; i < paths.Length; i++)
            {
                if(EditorUtility.DisplayCancelableProgressBar("查找GameObject···","数量 : " + i,(float)i / paths.Length))
                {
                    EditorUtility.ClearProgressBar();
                    break;
                }

                GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>(paths[i]);
                if(tempObj != null)
                {
                    Transform[] transArr = tempObj.GetComponentsInChildren<Transform>();
                    for(int j = 0; j < transArr.Length; j++)
                    {
                        Component[] components = transArr[j].GetComponents<Component>();
                        for(int k = 0; k < components.Length; k++)
                        {
                            if(components[k] == null)
                            {
                                if(!gamoObjList.Contains(transArr[j].gameObject))
                                    gamoObjList.Add(transArr[j].gameObject);
                            }
                        }
                    }
                }
            }
            EditorUtility.ClearProgressBar();
        }

        private static void RemoveMissingGameObjects(ref List<GameObject> gamoObjList)
        {
            if(gamoObjList.Count == 0)
                return;

            for(int i = 0; i < gamoObjList.Count; i++)
            {
                GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gamoObjList[i]);
            }
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            gamoObjList.Clear();
        }

    }

}

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