UnityEditor——扫描配置文件中配置的资源路径是否正确
程序员文章站
2022-03-21 23:48:49
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在开发过程中,对于游戏中使用的美术资源,很多时候都是配置在配置文件中的,但是随着不断地开发,配置文件和美术资源可能都经历了多次更新,很有可能深藏在配置文件中的资源路径是不对的,可以通过扫描配置文件,将所有的路径记录下来,然后在检查是否通过路径可以加载到对应资源的方式来检测。
在这里提供一下大体思路和代码,具体项目需要具体分析。
该脚本用于将配置文件中的路径存起来。
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace Game.model
{
public abstract class GenConfigArtRefsBase
{
public abstract void GetRefs(List<string> allList);
public static void Gen(HashSet<string> hashSet){
List<string> toWrite = new List<string>();
List<GenConfigArtRefsBase> ret = new List<GenConfigArtRefsBase>();
ret.Add(new GenConfActivityLordTaskEvent());
ret.Add(new GenConfAllianceBuildingPage());
ret.Add(new GenConfAllianceGift());
ret.Add(new GenConfAllianceIcon());
foreach (var genConfigArtRefsBase in ret)
{
toWrite.Add("-------------------------------------------------------------------------------------------------------------------------------------------------------- " + genConfigArtRefsBase.GetType());
var resList = new List<string>();
genConfigArtRefsBase.GetRefs(resList);
resList.Sort();
toWrite.AddRange(resList);
}
StringBuilder sb = new StringBuilder();
foreach (var s in toWrite)
{
var process = s.Trim().Trim('/','\\');
if (string.IsNullOrEmpty(process)) continue;
hashSet.Add(process.ToLower());
}
foreach (var s in hashSet)
{
sb.AppendLine(s);
}
File.WriteAllText(Path.Combine(Application.dataPath, "../配置文件引用的资源白名单.txt"), sb.ToString());
}
}
public class GenConfActivityLordTaskEvent:GenConfigArtRefsBase
{
public override void GetRefs(List<string> allList){
foreach (var cfg in ConfActivityLordTaskEvent.Datas)
{
allList.Add(cfg.Value.EventImage);
}
}
}
public class GenConfAllianceBuildingPage:GenConfigArtRefsBase
{
public override void GetRefs(List<string> allList){
foreach (var cfg in ConfAllianceBuildingPage.Datas)
{
allList.Add(cfg.Value.Icon);
}
}
}
public class GenConfAllianceGift:GenConfigArtRefsBase
{
public override void GetRefs(List<string> allList){
foreach (var cfg in ConfAllianceGift.Datas)
{
allList.Add(cfg.Value.Icon);
}
}
}
public class GenConfAllianceIcon:GenConfigArtRefsBase
{
public override void GetRefs(List<string> allList){
foreach (var cfg in ConfAllianceIcon.Datas)
{
allList.Add(cfg.Value.Image);
}
}
}
}
Editor方法,在运行时使用,这个方法除了扫描配置文件,还扫描了UI预制及代码中引用的资源,具体情况具体分析。
[MenuItem("Tools/输出配置文件引用资源列表")]
public static void GenCodeRefs()
{
if (!Application.isPlaying)
{
EditorUtility.DisplayDialog("", "请在运行模式下操作", "OK");
return;
}
HashSet<string> toWrite = new HashSet<string>();
FieldInfo[] props = typeof(UiType).GetFields(BindingFlags.NonPublic | BindingFlags.Public |
BindingFlags.DeclaredOnly | BindingFlags.Static);
foreach (var prop in props)
{
var attrs = prop.GetCustomAttributes(typeof(UiTypeInfoAttribute), false) as UiTypeInfoAttribute[];
if (attrs != null && attrs.Length > 0)
{
UiTypeInfoAttribute info = attrs[0];
var s = string.Format("{0}/{1}", string.Format(ResManager.UiFormat, info.Prefab), info.Prefab);
toWrite.Add(s.ToLower());
}
}
props = typeof(ArtResReferences).GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.NonPublic);
foreach (var prop in props)
{
if (prop.FieldType == typeof(string))
{
var data = prop.GetValue(null) as string;
if (string.IsNullOrEmpty(data)) continue;
toWrite.Add(data.ToLower());
}else if (prop.FieldType == typeof(string[]))
{
var data = prop.GetValue(null) as string[];
if (data == null) continue;
foreach (var s in data)
{
if (string.IsNullOrEmpty(s)) continue;
toWrite.Add(s.ToLower());
}
}
}
GenConfigArtRefsBase.Gen(toWrite);
}
}
执行过后会在工程根目录下生成文件:配置文件引用的资源白名单
这个方法是根据生成的资源名单,逐条分析查找是否能根据资源路径找到资源。
[MenuItem("Tools/检查配置文件的路径是否正确")]
public static void CheckConfig()
{
HashSet<string> toWrite = new HashSet<string>();
var w1 = Path.Combine(Application.dataPath, "Plugins/Editor/ResUtil/配置文件引用的资源白名单.txt");
string config = "";
if (File.Exists(w1))
{
using (var f = File.OpenText(w1))
{
while (!f.EndOfStream)
{
var line = f.ReadLine();
if (string.IsNullOrEmpty(line)) continue;
if (line.Contains("---"))
{
config = line.Replace("--------------------------------------------------------------------------------------------------------------------------------------------------------","");
}
string abPath = string.Empty;
string abName = string.Empty;
ValidatePath(line.ToLower(), ref abPath, ref abName);
string[] path = new string[0];;
var ab = string.Format("{0}{1}", abPath, ".assetbundle").ToLower();
path = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(ab, abName.ToLower());
if (path.Length>0)
{
var obj = AssetDatabase.LoadAssetAtPath(path[0], typeof(object));
if (obj == null)
{
toWrite.Add("配置文件:[" + config + "]=====" + "配置文件路径错误: [" + line.ToLower() +
"]======================");
}
}
else
{
if (!line.Contains("-----"))
{
toWrite.Add("配置文件:[" + config + "]=====" + "配置文件路径错误: [" + line.ToLower() +
"]======================");
}
}
}
}
}
StringBuilder sb = new StringBuilder();
foreach (var s in toWrite)
{
sb.AppendLine(s);
}
File.WriteAllText(Path.Combine(Application.dataPath, "../配置文件引用的资源错误名单.txt"), sb.ToString());
}
扫描结果如图所示
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