Unity 實現刪除missing腳本組件
通過Resources.FindObjectsOfTypeAll查找所有GameObject,然後通過.hideFlags == HideFlags.None判斷是否為存在於Hierarchy面板。(此為編輯器腳本)
詳細代碼:
/******************************************************************************* * 版本聲明:v1.0.0 * 類 名 稱:DeleteMissingScripts * 創建日期:8/10/2019 5:04:13 PM * 作者名稱:末零 * 功能描述:刪除所有Miss的腳本 ******************************************************************************/ using UnityEngine; using UnityEditor; public class DeleteMissingScripts { [MenuItem("MyTools/Delete Missing Scripts")] static void CleanupMissingScript() { GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject)); int r; int j; for (int i = 0; i < pAllObjects.Length; i++) { if (pAllObjects[i].hideFlags == HideFlags.None)//HideFlags.None 獲取Hierarchy面板所有Object { var components = pAllObjects[i].GetComponents<Component>(); var serializedObject = new SerializedObject(pAllObjects[i]); var prop = serializedObject.FindProperty("m_Component"); r = 0; for (j = 0; j < components.Length; j++) { if (components[j] == null) { prop.DeleteArrayElementAtIndex(j - r); r++; } } serializedObject.ApplyModifiedProperties(); } } } }
補充:Unity中一鍵刪除所有已失效的腳本
如下所示:
//刪除所有Miss的腳本 using UnityEngine; using UnityEditor; public class DeleteMissingScripts { [MenuItem("MyTools/Delete Missing Scripts")] static void CleanupMissingScript() { GameObject[] pAllObjects = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject)); int r; int j; for (int i = 0; i < pAllObjects.Length; i++) { if (pAllObjects[i].hideFlags == HideFlags.None)//HideFlags.None 獲取Hierarchy面板所有Object { var components = pAllObjects[i].GetComponents<Component>(); var serializedObject = new SerializedObject(pAllObjects[i]); var prop = serializedObject.FindProperty("m_Component"); r = 0; for (j = 0; j < components.Length; j++) { if (components[j] == null) { prop.DeleteArrayElementAtIndex(j - r); r++; } } serializedObject.ApplyModifiedProperties(); } } } }
此為編輯器腳本
使用方法:
方法二:
using UnityEngine; using UnityEditor; public class DeleteMissingScripts { [MenuItem("Edit/Cleanup Missing Scripts")] static void CleanupMissingScripts() { for (int i = 0; i < Selection.gameObjects.Length; i++) { var gameObject = Selection.gameObjects[i]; // We must use the GetComponents array to actually detect missing components var components = gameObject.GetComponents<Component>(); // Create a serialized object so that we can edit the component list var serializedObject = new SerializedObject(gameObject); // Find the component list property var prop = serializedObject.FindProperty("m_Component"); // Track how many components we've removed int r = 0; // Iterate over all components for (int j = 0; j < components.Length; j++) { // Check if the ref is null if (components[j] == null) { // If so, remove from the serialized component array prop.DeleteArrayElementAtIndex(j - r); // Increment removed count r++; } } // Apply our changes to the game object serializedObject.ApplyModifiedProperties(); EditorUtility.SetDirty(gameObject); } } }
建議采取方法二
已知兩種方法可能會出現某些錯誤,
方法二運行幾次會自動修復(方法一未測試)
以上為個人經驗,希望能給大傢一個參考,也希望大傢多多支持WalkonNet。如有錯誤或未考慮完全的地方,望不吝賜教。
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