VB.net 2010 视频教程 VB.net 2010 视频教程 python基础视频教程
SQL Server 2008 视频教程 c#入门经典教程 Visual Basic从门到精通视频教程
当前位置:
首页 > temp > C#教程 >
  • Unity 实现删除missing脚本组件

这篇文章主要介绍了Unity 删除missing脚本组件的实现方式,具有很好的参考价值,希望对大家有所帮助。一起跟随小编过来看看吧

通过Resources.FindObjectsOfTypeAll查找所有GameObject,然后通过.hideFlags == HideFlags.None判断是否为存在于Hierarchy面板。(此为编辑器脚本)

详细代码:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

/*******************************************************************************

* 版本声明:v1.0.0

* 类 名 称:DeleteMissingScripts

* 创建日期:8/10/2019 5:04:13 PM

* 作者名称:末零

* 功能描述:删除所有Miss的脚本

******************************************************************************/

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 获取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();

            }

        }

    }

}

补充:Unity中一键删除所有已失效的脚本

如下所示:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

//删除所有Miss的脚本

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 获取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();

            }

        }

    }

}

此为编辑器脚本

使用方法:

方法二:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

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);

        }

    }

}

建议采取方法二

已知两种方法可能会出现某些错误,

方法二运行几次会自动修复(方法一未测试)

原文链接:https://blog.csdn.net/n_moling/article/details/81061756

 


相关教程