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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