LoginSignup
52
38

More than 5 years have passed since last update.

[Unity] 指定したAssetがどこで参照されているか探すEditor拡張

Last updated at Posted at 2017-04-28

環境

  • Unity 5.5.2f1

やりたいこと

「このScript/Prefab/SpriteってどのScene/Prefabにアタッチしてたっけ?」を解消する。
要するに ReferenceViewer もどきです。

実際に上記の事例で困った && Editor拡張の練習がてら作ってみました。

Script

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

namespace FindReferencesInProject
{
    public class FindReferencesInProject : EditorWindow
    {
        private static Dictionary<AssetData, List<AssetData>> Results = new Dictionary<AssetData, List<AssetData>>();
        private static Dictionary<AssetData, bool> Foldouts = new Dictionary<AssetData, bool>();
        private Vector2 ScrollPosition = Vector2.zero;

        [MenuItem("Assets/Find References In Project", true)]
        static bool IsEnabled()
        {
            return Selection.objects.Any();
        }

        [MenuItem("Assets/Find References In Project", false, 25)]
        static void Search()
        {
            Results.Clear();
            Foldouts.Clear();

            foreach (var target in AssetDatabase.FindAssets("t:Scene t:Prefab").Select(AssetData.CreateByGuid)) {
                foreach (var referent in AssetDatabase.GetDependencies(target.Path).Select(AssetData.CreateByPath))
                {
                    if (target.Equals(referent)) { continue; }

                    foreach (var selected in Selection.objects.Select(AssetData.CreateByObject))
                    {
                        if (referent.Equals(selected))
                        {
                            Results.AddSafety(referent, new List<AssetData>());
                            Results[referent].Add(target);
                        }
                    }
                }
            }

            GetWindow<FindReferencesInProject>();
        }

        void OnGUI()
        {
            this.ScrollPosition = GUILayout.BeginScrollView(this.ScrollPosition);

            foreach (var referent in Results.Keys.OrderBy(key => key.Name).ToList())
            {
                Foldouts.AddSafety(referent, true);

                if (Foldouts[referent] = EditorGUILayout.Foldout(Foldouts[referent], referent.Name))
                {
                    foreach (var target in Results[referent])
                    {
                        var iconSize = EditorGUIUtility.GetIconSize();
                        EditorGUIUtility.SetIconSize(Vector2.one * 16);

                        var obj = target.ToObject();
                        var content = new GUIContent(target.Name, EditorGUIUtility.ObjectContent(obj, obj.GetType()).image);

                        if (GUILayout.Button(content, "Label"))
                        {
                            Selection.objects = new[] { obj };
                        }

                        EditorGUIUtility.SetIconSize(iconSize);
                    }
                }
            }

            GUILayout.EndScrollView();
        }
    }

    public class AssetData
    {
        public string Name { get; }
        public string Path { get; }
        public string Guid { get; }

        public AssetData(string name, string path, string guid)
        {
            this.Name = name;
            this.Path = path;
            this.Guid = guid;
        }

        public static AssetData CreateByObject(Object obj)
        {
            var path = AssetDatabase.GetAssetPath(obj);
            var guid = AssetDatabase.AssetPathToGUID(path);
            var name = obj.name;
            return new AssetData(name, path, guid);
        }

        public static AssetData CreateByPath(string path)
        {
            var guid = AssetDatabase.AssetPathToGUID(path);
            var name = AssetDatabase.LoadMainAssetAtPath(path).name;
            return new AssetData(name, path, guid);
        }

        public static AssetData CreateByGuid(string guid)
        {
            var path = AssetDatabase.GUIDToAssetPath(guid);
            var name = AssetDatabase.LoadMainAssetAtPath(path).name;
            return new AssetData(name, path, guid);
        }

        public Object ToObject()
        {
            return AssetDatabase.LoadAssetAtPath<Object>(this.Path);
        }

        public override bool Equals(object obj)
        {
            var other = obj as AssetData;
            return other != null && this.Guid == other.Guid;
        }

        public override int GetHashCode()
        {
            return this.Guid.GetHashCode();
        }
    }

    public static class DictionaryExtension
    {
        public static void AddSafety<K,V>(this Dictionary<K,V> self, K key, V value)
        {
            if (!self.ContainsKey(key))
            {
                self.Add(key, value);
            }
        }
    }
}

デモ

探したいScript選択して、右クリックから「Find References In Project」で、そのScriptを参照しているScene/Prefabを検索してくれます。

find_references_project_1.gif

Scriptだけでなく、Sprite/Prefabに対しても検索できます。

find_references_project_2.gif

複数選択で一度に検索できます。

find_references_project_3.gif

機能はこれだけですし、見た目も全く適当ですが、結構便利な感じがします。

52
38
0

Register as a new user and use Qiita more conveniently

  1. You get articles that match your needs
  2. You can efficiently read back useful information
  3. You can use dark theme
What you can do with signing up
52
38