mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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130 lines
4.3 KiB
C#
130 lines
4.3 KiB
C#
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using UnityEditor;
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using UnityEngine;
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namespace AndroidUltimatePlugin.Helpers.Editor
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{
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public class FindMissingScriptsRecursively : EditorWindow
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{
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static int _goCount = 0, _componentsCount = 0, _missingCount = 0;
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[MenuItem("Window/FindMissingScriptsRecursively")]
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public static void ShowWindow()
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{
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GetWindow(typeof(FindMissingScriptsRecursively));
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}
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public void OnGUI()
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{
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if (GUILayout.Button("Find Missing Scripts in selected GameObjects"))
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{
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FindInSelected();
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}
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if (GUILayout.Button("Find Missing Scripts"))
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{
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FindAll();
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}
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EditorGUILayout.BeginHorizontal();
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{
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EditorGUILayout.LabelField("Component Scanned:");
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EditorGUILayout.LabelField("" + (_componentsCount == -1 ? "---" : _componentsCount.ToString()));
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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{
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EditorGUILayout.LabelField("Object Scanned:");
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EditorGUILayout.LabelField("" + (_goCount == -1 ? "---" : _goCount.ToString()));
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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{
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EditorGUILayout.LabelField("Possible Missing Scripts:");
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EditorGUILayout.LabelField("" + (_missingCount == -1 ? "---" : _missingCount.ToString()));
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}
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EditorGUILayout.EndHorizontal();
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}
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private static void FindAll()
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{
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_componentsCount = 0;
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_goCount = 0;
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_missingCount = 0;
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string[] assetsPaths = AssetDatabase.GetAllAssetPaths();
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foreach (string assetPath in assetsPaths)
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{
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Object[] data = LoadAllAssetsAtPath(assetPath);
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foreach (Object o in data)
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{
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if (o != null)
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{
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if (o is GameObject)
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{
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FindInGO((GameObject) o);
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}
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}
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}
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}
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Debug.Log($"Searched {_goCount} GameObjects, {_componentsCount} components, found {_missingCount} missing");
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}
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public static Object[] LoadAllAssetsAtPath(string assetPath)
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{
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return typeof(SceneAsset).Equals(AssetDatabase.GetMainAssetTypeAtPath(assetPath))
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?
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// prevent error "Do not use readobjectthreaded on scene objects!"
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new[] {AssetDatabase.LoadMainAssetAtPath(assetPath)}
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: AssetDatabase.LoadAllAssetsAtPath(assetPath);
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}
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private static void FindInSelected()
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{
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GameObject[] go = Selection.gameObjects;
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_goCount = 0;
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_componentsCount = 0;
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_missingCount = 0;
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foreach (GameObject g in go)
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{
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FindInGO(g);
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}
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Debug.Log($"Searched {_goCount} GameObjects, {_componentsCount} components, found {_missingCount} missing");
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}
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private static void FindInGO(GameObject g)
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{
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_goCount++;
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Component[] components = g.GetComponents<Component>();
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for (int i = 0; i < components.Length; i++)
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{
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_componentsCount++;
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if (components[i] == null)
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{
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_missingCount++;
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string s = g.name;
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Transform t = g.transform;
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while (t.parent != null)
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{
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var parent = t.parent;
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s = parent.name + "/" + s;
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t = parent;
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}
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Debug.Log(s + " has an empty script attached in position: " + i, g);
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}
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}
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// Now recurse through each child GO (if there are any):
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foreach (Transform childT in g.transform)
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{
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//Debug.Log("Searching " + childT.name + " " );
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FindInGO(childT.gameObject);
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}
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}
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}
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}
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