mirror of https://github.com/tuyoogame/YooAsset
Update YooAsset
parent
2e902b701c
commit
fbef706388
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@ -53,7 +53,7 @@ namespace YooAsset.Editor
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foreach (string assetPath in findAssets)
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{
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AnimatorController animator= AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
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if (EditorTools.FindRedundantAnimationState(animator))
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if (FindRedundantAnimationState(animator))
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{
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findCount++;
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Debug.LogWarning($"发现冗余的动画控制器:{assetPath}");
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@ -83,7 +83,7 @@ namespace YooAsset.Editor
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foreach (string assetPath in findAssets)
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{
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Material mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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if (EditorTools.ClearMaterialUnusedProperty(mat))
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if (ClearMaterialUnusedProperty(mat))
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{
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removedCount++;
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Debug.LogWarning($"材质球已被处理:{assetPath}");
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@ -97,5 +97,119 @@ namespace YooAsset.Editor
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else
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AssetDatabase.SaveAssets();
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}
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/// <summary>
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/// 清理无用的材质球属性
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/// </summary>
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private static bool ClearMaterialUnusedProperty(Material mat)
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{
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bool removeUnused = false;
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SerializedObject so = new SerializedObject(mat);
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SerializedProperty sp = so.FindProperty("m_SavedProperties");
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sp.Next(true);
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do
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{
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if (sp.isArray == false)
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continue;
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for (int i = sp.arraySize - 1; i >= 0; --i)
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{
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var p1 = sp.GetArrayElementAtIndex(i);
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if (p1.isArray)
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{
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for (int ii = p1.arraySize - 1; ii >= 0; --ii)
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{
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var p2 = p1.GetArrayElementAtIndex(ii);
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var val = p2.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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p1.DeleteArrayElementAtIndex(ii);
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removeUnused = true;
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}
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}
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}
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else
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{
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var val = p1.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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sp.DeleteArrayElementAtIndex(i);
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removeUnused = true;
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}
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}
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}
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}
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while (sp.Next(false));
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so.ApplyModifiedProperties();
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return removeUnused;
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}
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/// <summary>
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/// 查找动画控制器里冗余的动画状态机
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/// </summary>
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private static bool FindRedundantAnimationState(AnimatorController animatorController)
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{
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if (animatorController == null)
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return false;
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string assetPath = AssetDatabase.GetAssetPath(animatorController);
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// 查找使用的状态机名称
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List<string> usedStateNames = new List<string>();
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foreach (var layer in animatorController.layers)
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{
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foreach (var state in layer.stateMachine.states)
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{
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usedStateNames.Add(state.state.name);
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}
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}
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List<string> allLines = new List<string>();
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List<int> stateIndexList = new List<int>();
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using (StreamReader reader = File.OpenText(assetPath))
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{
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string content;
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while (null != (content = reader.ReadLine()))
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{
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allLines.Add(content);
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if (content.StartsWith("AnimatorState:"))
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{
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stateIndexList.Add(allLines.Count - 1);
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}
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}
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}
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List<string> allStateNames = new List<string>();
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foreach (var index in stateIndexList)
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{
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for (int i = index; i < allLines.Count; i++)
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{
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string content = allLines[i];
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content = content.Trim();
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if (content.StartsWith("m_Name"))
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{
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string[] splits = content.Split(':');
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string name = splits[1].TrimStart(' '); //移除前面的空格
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allStateNames.Add(name);
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break;
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}
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}
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}
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bool foundRedundantState = false;
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foreach (var stateName in allStateNames)
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{
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if (usedStateNames.Contains(stateName) == false)
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{
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Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
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foundRedundantState = true;
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}
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}
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return foundRedundantState;
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}
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}
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}
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@ -16,52 +16,6 @@ namespace YooAsset.Editor
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/// </summary>
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public static class EditorTools
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{
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#region NGUI
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/// <summary>
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/// Draw a distinctly different looking header label
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/// </summary>
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public static bool DrawHeader(string text)
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{
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return DrawHeader(text, text, false, true);
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}
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public static bool DrawHeader(string text, string key, bool forceOn, bool minimalistic)
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{
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bool state = EditorPrefs.GetBool(key, true);
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if (!minimalistic) GUILayout.Space(3f);
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if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
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GUILayout.BeginHorizontal();
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GUI.changed = false;
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if (minimalistic)
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{
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if (state) text = "\u25BC" + (char)0x200a + text;
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else text = "\u25BA" + (char)0x200a + text;
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GUILayout.BeginHorizontal();
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GUI.contentColor = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.7f) : new Color(0f, 0f, 0f, 0.7f);
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if (!GUILayout.Toggle(true, text, "PreToolbar2", GUILayout.MinWidth(20f))) state = !state;
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GUI.contentColor = Color.white;
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GUILayout.EndHorizontal();
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}
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else
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{
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text = "<b><size=11>" + text + "</size></b>";
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if (state) text = "\u25BC " + text;
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else text = "\u25BA " + text;
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if (!GUILayout.Toggle(true, text, "dragtab", GUILayout.MinWidth(20f))) state = !state;
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}
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if (GUI.changed) EditorPrefs.SetBool(key, state);
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if (!minimalistic) GUILayout.Space(2f);
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GUILayout.EndHorizontal();
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GUI.backgroundColor = Color.white;
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if (!forceOn && !state) GUILayout.Space(3f);
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return state;
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}
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#endregion
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#region Assembly
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/// <summary>
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/// 调用私有的静态方法
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@ -205,7 +159,7 @@ namespace YooAsset.Editor
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}
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#endregion
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#region 编辑器窗口
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#region EditorWindow
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public static void FocusUnitySceneWindow()
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{
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EditorWindow.FocusWindowIfItsOpen<SceneView>();
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@ -237,261 +191,6 @@ namespace YooAsset.Editor
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}
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#endregion
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#region 引用关系
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/// <summary>
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/// 获取场景里的克隆预制体
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/// </summary>
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public static GameObject GetClonePrefabInScene(GameObject sourcePrefab)
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{
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GameObject[] findObjects = GameObject.FindObjectsOfType<GameObject>();
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if (findObjects.Length == 0)
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return null;
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for (int i = 0; i < findObjects.Length; i++)
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{
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GameObject findObject = findObjects[i];
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#if UNITY_2017_4
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// 判断对象是否为一个预制体的引用
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if (PrefabUtility.GetPrefabType(findObject) == PrefabType.PrefabInstance)
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{
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// 判断是否为同一个预制体
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Object source = PrefabUtility.GetPrefabParent(findObject);
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if (source.GetInstanceID() == sourcePrefab.GetInstanceID())
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return findObject;
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}
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#else
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// 判断对象是否为一个预制体的引用
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if (PrefabUtility.GetPrefabInstanceStatus(findObject) == PrefabInstanceStatus.Connected)
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{
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// 判断是否为同一个预制体
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Object source = PrefabUtility.GetCorrespondingObjectFromSource(findObject);
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if (source.GetInstanceID() == sourcePrefab.GetInstanceID())
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return findObject;
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}
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#endif
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}
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return null; //没有找到合适的对象
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}
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/// <summary>
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/// 查找场景里的引用对象
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/// </summary>
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public static void FindReferencesInScene(UnityEngine.Object to)
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{
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var referencedBy = new List<Object>();
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GameObject[] findObjects = GameObject.FindObjectsOfType<GameObject>(); //注意:只能获取激活的GameObject
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for (int j = 0; j < findObjects.Length; j++)
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{
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GameObject findObject = findObjects[j];
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#if UNITY_2017_4
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// 如果Prefab匹配
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if (PrefabUtility.GetPrefabType(findObject) == PrefabType.PrefabInstance)
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{
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if (PrefabUtility.GetPrefabParent(findObject) == to)
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referencedBy.Add(findObject);
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}
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#else
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// 如果Prefab匹配
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if (PrefabUtility.GetPrefabInstanceStatus(findObject) == PrefabInstanceStatus.Connected)
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{
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if (PrefabUtility.GetCorrespondingObjectFromSource(findObject) == to)
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referencedBy.Add(findObject);
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}
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#endif
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// 如果组件匹配
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Component[] components = findObject.GetComponents<Component>();
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for (int i = 0; i < components.Length; i++)
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{
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Component c = components[i];
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if (!c) continue;
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SerializedObject so = new SerializedObject(c);
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SerializedProperty sp = so.GetIterator();
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while (sp.NextVisible(true))
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{
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if (sp.propertyType == SerializedPropertyType.ObjectReference)
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{
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if (sp.objectReferenceValue != null && sp.objectReferenceValue == to)
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referencedBy.Add(c.gameObject);
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}
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}
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}
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}
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if (referencedBy.Any())
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Selection.objects = referencedBy.ToArray();
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}
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/// <summary>
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/// 查找场景里的引用对象
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/// </summary>
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public static void FindReferencesInPrefabs(UnityEngine.Object to, GameObject[] sourcePrefabs)
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{
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var referencedBy = new List<Object>();
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for (int j = 0; j < sourcePrefabs.Length; j++)
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{
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GameObject clonePrefab = GetClonePrefabInScene(sourcePrefabs[j]);
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if (clonePrefab == null)
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continue;
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#if UNITY_2017_4
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// 如果Prefab匹配
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if (PrefabUtility.GetPrefabParent(clonePrefab) == to)
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referencedBy.Add(clonePrefab);
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#else
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// 如果Prefab匹配
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if (PrefabUtility.GetCorrespondingObjectFromSource(clonePrefab) == to)
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referencedBy.Add(clonePrefab);
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#endif
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// 如果组件匹配
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Component[] components = clonePrefab.GetComponentsInChildren<Component>(true); //GetComponents<Component>();
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for (int i = 0; i < components.Length; i++)
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{
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Component c = components[i];
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if (!c) continue;
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SerializedObject so = new SerializedObject(c);
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SerializedProperty sp = so.GetIterator();
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while (sp.NextVisible(true))
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{
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if (sp.propertyType == SerializedPropertyType.ObjectReference)
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{
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if (sp.objectReferenceValue != null && sp.objectReferenceValue == to)
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referencedBy.Add(c.gameObject);
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}
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}
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}
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}
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if (referencedBy.Any())
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Selection.objects = referencedBy.ToArray();
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}
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#endregion
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#region 材质球
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/// <summary>
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/// 清理无用的材质球属性
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/// </summary>
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public static bool ClearMaterialUnusedProperty(Material mat)
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{
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bool removeUnused = false;
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SerializedObject so = new SerializedObject(mat);
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SerializedProperty sp = so.FindProperty("m_SavedProperties");
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sp.Next(true);
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do
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{
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if (sp.isArray == false)
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continue;
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for (int i = sp.arraySize - 1; i >= 0; --i)
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{
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var p1 = sp.GetArrayElementAtIndex(i);
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if (p1.isArray)
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{
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for (int ii = p1.arraySize - 1; ii >= 0; --ii)
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{
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var p2 = p1.GetArrayElementAtIndex(ii);
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var val = p2.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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p1.DeleteArrayElementAtIndex(ii);
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removeUnused = true;
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}
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}
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}
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else
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{
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var val = p1.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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sp.DeleteArrayElementAtIndex(i);
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removeUnused = true;
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}
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}
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}
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}
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while (sp.Next(false));
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so.ApplyModifiedProperties();
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return removeUnused;
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}
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#endregion
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#region 动画控制器
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/// <summary>
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/// 查找动画控制器里冗余的动画状态机
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/// </summary>
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public static bool FindRedundantAnimationState(AnimatorController animatorController)
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{
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if (animatorController == null)
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return false;
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string assetPath = AssetDatabase.GetAssetPath(animatorController);
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// 查找使用的状态机名称
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List<string> usedStateNames = new List<string>();
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foreach (var layer in animatorController.layers)
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{
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foreach (var state in layer.stateMachine.states)
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{
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usedStateNames.Add(state.state.name);
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}
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}
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List<string> allLines = new List<string>();
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List<int> stateIndexList = new List<int>();
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using (StreamReader reader = File.OpenText(assetPath))
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{
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string content;
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while (null != (content = reader.ReadLine()))
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{
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allLines.Add(content);
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if (content.StartsWith("AnimatorState:"))
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{
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stateIndexList.Add(allLines.Count - 1);
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}
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}
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}
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List<string> allStateNames = new List<string>();
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foreach (var index in stateIndexList)
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{
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for (int i = index; i < allLines.Count; i++)
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{
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string content = allLines[i];
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content = content.Trim();
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if (content.StartsWith("m_Name"))
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{
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string[] splits = content.Split(':');
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string name = splits[1].TrimStart(' '); //移除前面的空格
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allStateNames.Add(name);
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break;
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}
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}
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}
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bool foundRedundantState = false;
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foreach (var stateName in allStateNames)
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{
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if (usedStateNames.Contains(stateName) == false)
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{
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Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
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foundRedundantState = true;
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}
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}
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return foundRedundantState;
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}
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#endregion
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#region 控制台
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private static MethodInfo _clearConsoleMethod;
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private static MethodInfo ClearConsoleMethod
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@ -518,28 +217,6 @@ namespace YooAsset.Editor
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#endregion
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#region 文件
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/// <summary>
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/// 测试写入权限
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/// </summary>
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public static bool HasWriteAccess(string directoryPath)
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{
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try
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{
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string tmpFilePath = Path.Combine(directoryPath, Path.GetRandomFileName());
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using (FileStream fs = new FileStream(tmpFilePath, FileMode.CreateNew, FileAccess.ReadWrite, FileShare.ReadWrite))
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{
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StreamWriter writer = new StreamWriter(fs);
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writer.Write(0);
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}
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File.Delete(tmpFilePath);
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return true;
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}
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catch
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{
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return false;
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}
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}
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/// <summary>
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/// 创建文件所在的目录
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/// </summary>
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|
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@ -194,8 +194,8 @@ namespace YooAsset
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/// 向网络端请求并更新补丁清单
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/// </summary>
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/// <param name="updateResourceVersion">更新的资源版本号</param>
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/// <param name="timeout">超时时间</param>
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public static UpdateManifestOperation UpdateManifestAsync(int updateResourceVersion, int timeout)
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public static UpdateManifestOperation UpdateManifestAsync(int updateResourceVersion, int timeout = 60)
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{
|
||||
if (_playMode == EPlayMode.EditorPlayMode)
|
||||
{
|
||||
|
@ -221,7 +221,6 @@ namespace YooAsset
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源版本号
|
||||
/// </summary>
|
||||
|
|
Loading…
Reference in New Issue