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"name": "com.unity.visualeffectgraph",
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// Asset Usage Detector - by Suleyman Yasir KULA (yasirkula@gmail.com)
|
||||
|
||||
using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Reflection;
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using Object = UnityEngine.Object;
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#if UNITY_2021_2_OR_NEWER
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using PrefabStage = UnityEditor.SceneManagement.PrefabStage;
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using PrefabStageUtility = UnityEditor.SceneManagement.PrefabStageUtility;
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#elif UNITY_2018_3_OR_NEWER
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using PrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStage;
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using PrefabStageUtility = UnityEditor.Experimental.SceneManagement.PrefabStageUtility;
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#endif
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namespace AssetUsageDetectorNamespace
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||||
{
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public enum Phase { Setup, Processing, Complete };
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public class AssetUsageDetectorWindow : EditorWindow, IHasCustomMenu
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{
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private enum WindowFilter { AlwaysReturnActive, ReturnActiveIfNotLocked, AlwaysReturnNew };
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private const string PREFS_SEARCH_SCENES = "AUD_SceneSearch";
|
||||
private const string PREFS_SEARCH_SCENE_LIGHTING_SETTINGS = "AUD_LightingSettingsSearch";
|
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private const string PREFS_SEARCH_ASSETS = "AUD_AssetsSearch";
|
||||
private const string PREFS_SEARCH_PROJECT_SETTINGS = "AUD_ProjectSettingsSearch";
|
||||
private const string PREFS_DONT_SEARCH_SOURCE_ASSETS = "AUD_AssetsExcludeSrc";
|
||||
private const string PREFS_SEARCH_DEPTH_LIMIT = "AUD_Depth";
|
||||
private const string PREFS_SEARCH_FIELDS = "AUD_Fields";
|
||||
private const string PREFS_SEARCH_PROPERTIES = "AUD_Properties";
|
||||
private const string PREFS_SEARCH_NON_SERIALIZABLES = "AUD_NonSerializables";
|
||||
private const string PREFS_SEARCH_UNUSED_MATERIAL_PROPERTIES = "AUD_SearchUnusedMaterialProps";
|
||||
private const string PREFS_LAZY_SCENE_SEARCH = "AUD_LazySceneSearch";
|
||||
private const string PREFS_ADDRESSABLES_SUPPORT = "AUD_AddressablesSupport";
|
||||
private const string PREFS_CALCULATE_UNUSED_OBJECTS = "AUD_FindUnusedObjs";
|
||||
private const string PREFS_HIDE_DUPLICATE_ROWS = "AUD_HideDuplicates";
|
||||
private const string PREFS_HIDE_REDUNDANT_PREFAB_VARIANT_LINKS = "AUD_HideRedundantPVariantLinks";
|
||||
private const string PREFS_SHOW_PROGRESS = "AUD_Progress";
|
||||
|
||||
private static readonly GUIContent windowTitle = new GUIContent( "Asset Usage Detector" );
|
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private static readonly Vector2 windowMinSize = new Vector2( 325f, 220f );
|
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|
||||
private static readonly GUILayoutOption GL_WIDTH_12 = GUILayout.Width( 12f );
|
||||
|
||||
private GUIStyle lockButtonStyle;
|
||||
|
||||
private readonly AssetUsageDetector core = new AssetUsageDetector();
|
||||
private SearchResult searchResult; // Overall search results
|
||||
|
||||
// This isn't readonly so that it can be serialized
|
||||
private List<ObjectToSearch> objectsToSearch = new List<ObjectToSearch>() { new ObjectToSearch( null ) };
|
||||
|
||||
#pragma warning disable 0649
|
||||
[SerializeField] // Since titleContent persists between Editor sessions, so should the IsLocked property because otherwise, "[L]" in title becomes confusing when the EditorWindow isn't actually locked
|
||||
private bool m_isLocked;
|
||||
private bool IsLocked
|
||||
{
|
||||
get { return m_isLocked; }
|
||||
set
|
||||
{
|
||||
if( m_isLocked != value )
|
||||
{
|
||||
m_isLocked = value;
|
||||
titleContent = value ? new GUIContent( "[L] " + windowTitle.text, EditorGUIUtility.IconContent( "InspectorLock" ).image ) : windowTitle;
|
||||
}
|
||||
}
|
||||
}
|
||||
#pragma warning restore 0649
|
||||
|
||||
private Phase currentPhase = Phase.Setup;
|
||||
|
||||
private bool searchInOpenScenes = true; // Scenes currently open in Hierarchy view
|
||||
private bool searchInScenesInBuild = true; // Scenes in build
|
||||
private bool searchInScenesInBuildTickedOnly = true; // Scenes in build (ticked only or not)
|
||||
private bool searchInAllScenes = true; // All scenes (including scenes that are not in build)
|
||||
private bool searchInSceneLightingSettings = true; // Window-Rendering-Lighting settings
|
||||
private bool searchInAssetsFolder = true; // Assets in Project window
|
||||
private bool dontSearchInSourceAssets = true; // objectsToSearch won't be searched for internal references
|
||||
private bool searchInProjectSettings = true; // Player Settings, Graphics Settings etc.
|
||||
|
||||
private List<Object> searchInAssetsSubset = new List<Object>() { null }; // If not empty, only these assets are searched for references
|
||||
private List<Object> excludedAssets = new List<Object>() { null }; // These assets won't be searched for references
|
||||
private List<Object> excludedScenes = new List<Object>() { null }; // These scenes won't be searched for references
|
||||
|
||||
private int searchDepthLimit = 4; // Depth limit for recursively searching variables of objects
|
||||
|
||||
private bool lazySceneSearch = true;
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
private bool addressablesSupport = false;
|
||||
#endif
|
||||
private bool searchNonSerializableVariables = true;
|
||||
private bool searchUnusedMaterialProperties = true;
|
||||
private bool calculateUnusedObjects = false;
|
||||
private bool hideDuplicateRows = true;
|
||||
private bool hideReduntantPrefabVariantLinks = true;
|
||||
private bool noAssetDatabaseChanges = false;
|
||||
private bool showDetailedProgressBar = true;
|
||||
|
||||
private BindingFlags fieldModifiers, propertyModifiers;
|
||||
|
||||
private SearchRefactoring searchRefactoring = null; // Its value can be assigned via ShowAndSearch
|
||||
|
||||
private readonly ObjectToSearchListDrawer objectsToSearchDrawer = new ObjectToSearchListDrawer();
|
||||
private readonly ObjectListDrawer searchInAssetsSubsetDrawer = new ObjectListDrawer( "Search following asset(s) only:", false );
|
||||
private readonly ObjectListDrawer excludedAssetsDrawer = new ObjectListDrawer( "Don't search following asset(s):", false );
|
||||
private readonly ObjectListDrawer excludedScenesDrawer = new ObjectListDrawer( "Don't search in following scene(s):", false );
|
||||
|
||||
private bool drawObjectsToSearchSection = true;
|
||||
|
||||
private Vector2 scrollPosition = Vector2.zero;
|
||||
|
||||
private bool shouldRepositionSelf;
|
||||
private Rect windowTargetPosition;
|
||||
|
||||
void IHasCustomMenu.AddItemsToMenu( GenericMenu contextMenu )
|
||||
{
|
||||
contextMenu.AddItem( new GUIContent( "Lock" ), IsLocked, () => IsLocked = !IsLocked );
|
||||
contextMenu.AddSeparator( "" );
|
||||
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
contextMenu.AddItem( new GUIContent( "Settings" ), false, () => SettingsService.OpenProjectSettings( "Project/yasirkula/Asset Usage Detector" ) );
|
||||
#else
|
||||
contextMenu.AddItem( new GUIContent( "Settings" ), false, () =>
|
||||
{
|
||||
System.Type preferencesWindowType = typeof( EditorWindow ).Assembly.GetType( "UnityEditor.PreferencesWindow" );
|
||||
preferencesWindowType.GetMethod( "ShowPreferencesWindow", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static ).Invoke( null, null );
|
||||
|
||||
EditorWindow preferencesWindow = GetWindow( preferencesWindowType );
|
||||
if( (bool) preferencesWindowType.GetField( "m_RefreshCustomPreferences", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).GetValue( preferencesWindow ) )
|
||||
{
|
||||
preferencesWindowType.GetMethod( "AddCustomSections", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).Invoke( preferencesWindow, null );
|
||||
preferencesWindowType.GetField( "m_RefreshCustomPreferences", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).SetValue( preferencesWindow, false );
|
||||
}
|
||||
|
||||
int targetSectionIndex = -1;
|
||||
System.Collections.IList sections = (System.Collections.IList) preferencesWindowType.GetField( "m_Sections", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).GetValue( preferencesWindow );
|
||||
for( int i = 0; i < sections.Count; i++ )
|
||||
{
|
||||
if( ( (GUIContent) sections[i].GetType().GetField( "content", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).GetValue( sections[i] ) ).text == "Asset Usage Detector" )
|
||||
{
|
||||
targetSectionIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( targetSectionIndex >= 0 )
|
||||
preferencesWindowType.GetProperty( "selectedSectionIndex", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance ).SetValue( preferencesWindow, targetSectionIndex, null );
|
||||
} );
|
||||
#endif
|
||||
|
||||
if( currentPhase == Phase.Setup )
|
||||
{
|
||||
contextMenu.AddSeparator( "" );
|
||||
contextMenu.AddItem( new GUIContent( "Refresh Sub-Assets of Searched Objects" ), false, () =>
|
||||
{
|
||||
for( int i = objectsToSearch.Count - 1; i >= 0; i-- )
|
||||
objectsToSearch[i].RefreshSubAssets();
|
||||
} );
|
||||
}
|
||||
else if( currentPhase == Phase.Complete )
|
||||
{
|
||||
if( searchResult != null && searchResult.NumberOfGroups > 0 )
|
||||
{
|
||||
contextMenu.AddSeparator( "" );
|
||||
contextMenu.AddItem( new GUIContent( "Collapse All" ), false, searchResult.CollapseAllSearchResultGroups );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shows lock button at the top-right corner
|
||||
// Credit: http://leahayes.co.uk/2013/04/30/adding-the-little-padlock-button-to-your-editorwindow.html
|
||||
private void ShowButton( Rect position )
|
||||
{
|
||||
if( lockButtonStyle == null )
|
||||
lockButtonStyle = "IN LockButton";
|
||||
|
||||
IsLocked = GUI.Toggle( position, IsLocked, GUIContent.none, lockButtonStyle );
|
||||
}
|
||||
|
||||
private static AssetUsageDetectorWindow GetWindow( WindowFilter filter )
|
||||
{
|
||||
AssetUsageDetectorWindow[] windows = Resources.FindObjectsOfTypeAll<AssetUsageDetectorWindow>();
|
||||
AssetUsageDetectorWindow window = System.Array.Find( windows, ( w ) => w && !w.IsLocked );
|
||||
if( !window )
|
||||
window = System.Array.Find( windows, ( w ) => w );
|
||||
|
||||
if( window && ( filter == WindowFilter.AlwaysReturnActive || ( !window.IsLocked && filter == WindowFilter.ReturnActiveIfNotLocked ) ) )
|
||||
{
|
||||
window.Show();
|
||||
window.Focus();
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
Rect? windowTargetPosition = null;
|
||||
if( window )
|
||||
{
|
||||
Rect position = window.position;
|
||||
position.position += new Vector2( 50f, 50f );
|
||||
windowTargetPosition = position;
|
||||
}
|
||||
|
||||
window = CreateInstance<AssetUsageDetectorWindow>();
|
||||
window.titleContent = windowTitle;
|
||||
window.minSize = windowMinSize;
|
||||
|
||||
if( windowTargetPosition.HasValue )
|
||||
{
|
||||
window.shouldRepositionSelf = true;
|
||||
window.windowTargetPosition = windowTargetPosition.Value;
|
||||
}
|
||||
|
||||
window.Show( true );
|
||||
window.Focus();
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
[MenuItem( "Window/Asset Usage Detector/Active Window" )]
|
||||
private static void OpenActiveWindow()
|
||||
{
|
||||
GetWindow( WindowFilter.AlwaysReturnActive );
|
||||
}
|
||||
|
||||
[MenuItem( "Window/Asset Usage Detector/New Window" )]
|
||||
private static void OpenNewWindow()
|
||||
{
|
||||
GetWindow( WindowFilter.AlwaysReturnNew );
|
||||
}
|
||||
|
||||
// Quickly initiate search for the selected assets
|
||||
[MenuItem( "GameObject/Search for References/This Object Only", priority = 49 )]
|
||||
[MenuItem( "Assets/Search for References", priority = 1000 )]
|
||||
private static void SearchSelectedAssetReferences( MenuCommand command )
|
||||
{
|
||||
// This happens when this button is clicked via hierarchy's right click context menu
|
||||
// and is called once for each object in the selection. We don't want that, we want
|
||||
// the function to be called only once
|
||||
if( command.context )
|
||||
{
|
||||
EditorApplication.update -= CallSearchSelectedAssetReferencesOnce;
|
||||
EditorApplication.update += CallSearchSelectedAssetReferencesOnce;
|
||||
}
|
||||
else
|
||||
ShowAndSearch( Selection.objects );
|
||||
}
|
||||
|
||||
[MenuItem( "GameObject/Search for References/Include Children", priority = 49 )]
|
||||
private static void SearchSelectedAssetReferencesWithChildren( MenuCommand command )
|
||||
{
|
||||
if( command.context )
|
||||
{
|
||||
EditorApplication.update -= CallSearchSelectedAssetReferencesWithChildrenOnce;
|
||||
EditorApplication.update += CallSearchSelectedAssetReferencesWithChildrenOnce;
|
||||
}
|
||||
else
|
||||
ShowAndSearch( Selection.objects, true );
|
||||
}
|
||||
|
||||
// Show the menu item only if there is a selection in the Editor
|
||||
[MenuItem( "GameObject/Search for References/This Object Only", validate = true )]
|
||||
[MenuItem( "GameObject/Search for References/Include Children", validate = true )]
|
||||
[MenuItem( "Assets/Search for References", validate = true )]
|
||||
private static bool SearchSelectedAssetReferencesValidate( MenuCommand command )
|
||||
{
|
||||
return Selection.objects.Length > 0;
|
||||
}
|
||||
|
||||
// Quickly show the AssetUsageDetector window and initiate a search
|
||||
public static void ShowAndSearch( IEnumerable<Object> searchObjects, bool? shouldSearchChildren = null )
|
||||
{
|
||||
GetWindow( WindowFilter.ReturnActiveIfNotLocked ).ShowAndSearchInternal( searchObjects, null, shouldSearchChildren );
|
||||
}
|
||||
|
||||
// Quickly show the AssetUsageDetector window and initiate a search
|
||||
public static void ShowAndSearch( AssetUsageDetector.Parameters searchParameters, bool? shouldSearchChildren = null )
|
||||
{
|
||||
if( searchParameters == null )
|
||||
{
|
||||
Debug.LogError( "searchParameters can't be null!" );
|
||||
return;
|
||||
}
|
||||
|
||||
GetWindow( WindowFilter.ReturnActiveIfNotLocked ).ShowAndSearchInternal( searchParameters.objectsToSearch, searchParameters, shouldSearchChildren );
|
||||
}
|
||||
|
||||
private static void CallSearchSelectedAssetReferencesOnce()
|
||||
{
|
||||
EditorApplication.update -= CallSearchSelectedAssetReferencesOnce;
|
||||
SearchSelectedAssetReferences( new MenuCommand( null ) );
|
||||
}
|
||||
|
||||
private static void CallSearchSelectedAssetReferencesWithChildrenOnce()
|
||||
{
|
||||
EditorApplication.update -= CallSearchSelectedAssetReferencesWithChildrenOnce;
|
||||
SearchSelectedAssetReferencesWithChildren( new MenuCommand( null ) );
|
||||
}
|
||||
|
||||
private void ShowAndSearchInternal( IEnumerable<Object> searchObjects, AssetUsageDetector.Parameters searchParameters, bool? shouldSearchChildren )
|
||||
{
|
||||
if( !ReturnToSetupPhase() )
|
||||
{
|
||||
Debug.LogError( "Need to reset the previous search first!" );
|
||||
return;
|
||||
}
|
||||
|
||||
objectsToSearch.Clear();
|
||||
if( searchObjects != null )
|
||||
{
|
||||
foreach( Object obj in searchObjects )
|
||||
objectsToSearch.Add( new ObjectToSearch( obj, shouldSearchChildren ) );
|
||||
}
|
||||
|
||||
if( searchParameters != null )
|
||||
{
|
||||
ParseSceneSearchMode( searchParameters.searchInScenes );
|
||||
searchInSceneLightingSettings = searchParameters.searchInSceneLightingSettings;
|
||||
searchInAssetsFolder = searchParameters.searchInAssetsFolder;
|
||||
dontSearchInSourceAssets = searchParameters.dontSearchInSourceAssets;
|
||||
searchInProjectSettings = searchParameters.searchInProjectSettings;
|
||||
searchDepthLimit = searchParameters.searchDepthLimit;
|
||||
fieldModifiers = searchParameters.fieldModifiers;
|
||||
propertyModifiers = searchParameters.propertyModifiers;
|
||||
searchNonSerializableVariables = searchParameters.searchNonSerializableVariables;
|
||||
searchUnusedMaterialProperties = searchParameters.searchUnusedMaterialProperties;
|
||||
searchRefactoring = searchParameters.searchRefactoring;
|
||||
lazySceneSearch = searchParameters.lazySceneSearch;
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
addressablesSupport = searchParameters.addressablesSupport;
|
||||
#endif
|
||||
calculateUnusedObjects = searchParameters.calculateUnusedObjects;
|
||||
hideDuplicateRows = searchParameters.hideDuplicateRows;
|
||||
hideReduntantPrefabVariantLinks = searchParameters.hideReduntantPrefabVariantLinks;
|
||||
noAssetDatabaseChanges = searchParameters.noAssetDatabaseChanges;
|
||||
showDetailedProgressBar = searchParameters.showDetailedProgressBar;
|
||||
|
||||
searchInAssetsSubset.Clear();
|
||||
if( searchParameters.searchInAssetsSubset != null )
|
||||
{
|
||||
foreach( Object obj in searchParameters.searchInAssetsSubset )
|
||||
searchInAssetsSubset.Add( obj );
|
||||
}
|
||||
|
||||
excludedAssets.Clear();
|
||||
if( searchParameters.excludedAssetsFromSearch != null )
|
||||
{
|
||||
foreach( Object obj in searchParameters.excludedAssetsFromSearch )
|
||||
excludedAssets.Add( obj );
|
||||
}
|
||||
|
||||
excludedScenes.Clear();
|
||||
if( searchParameters.excludedScenesFromSearch != null )
|
||||
{
|
||||
foreach( Object obj in searchParameters.excludedScenesFromSearch )
|
||||
excludedScenes.Add( obj );
|
||||
}
|
||||
}
|
||||
|
||||
InitiateSearch();
|
||||
Repaint();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
LoadPrefs();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if( currentPhase == Phase.Complete && AssetUsageDetectorSettings.ShowCustomTooltip )
|
||||
wantsMouseMove = wantsMouseEnterLeaveWindow = true; // These values aren't preserved during domain reload on Unity 2020.3.0f1
|
||||
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
PrefabStage.prefabStageClosing -= ReplacePrefabStageObjectsWithAssets;
|
||||
PrefabStage.prefabStageClosing += ReplacePrefabStageObjectsWithAssets;
|
||||
#endif
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
PrefabStage.prefabStageClosing -= ReplacePrefabStageObjectsWithAssets;
|
||||
#endif
|
||||
SearchResultTooltip.Hide();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if( core != null )
|
||||
core.SaveCache();
|
||||
|
||||
SavePrefs();
|
||||
|
||||
if( searchResult != null && currentPhase == Phase.Complete )
|
||||
searchResult.RestoreInitialSceneSetup();
|
||||
}
|
||||
|
||||
private void SavePrefs()
|
||||
{
|
||||
EditorPrefs.SetInt( PREFS_SEARCH_SCENES, (int) GetSceneSearchMode( false ) );
|
||||
EditorPrefs.SetBool( PREFS_SEARCH_SCENE_LIGHTING_SETTINGS, searchInSceneLightingSettings );
|
||||
EditorPrefs.SetBool( PREFS_SEARCH_ASSETS, searchInAssetsFolder );
|
||||
EditorPrefs.SetBool( PREFS_DONT_SEARCH_SOURCE_ASSETS, dontSearchInSourceAssets );
|
||||
EditorPrefs.SetBool( PREFS_SEARCH_PROJECT_SETTINGS, searchInProjectSettings );
|
||||
EditorPrefs.SetInt( PREFS_SEARCH_DEPTH_LIMIT, searchDepthLimit );
|
||||
EditorPrefs.SetInt( PREFS_SEARCH_FIELDS, (int) fieldModifiers );
|
||||
EditorPrefs.SetInt( PREFS_SEARCH_PROPERTIES, (int) propertyModifiers );
|
||||
EditorPrefs.SetBool( PREFS_SEARCH_NON_SERIALIZABLES, searchNonSerializableVariables );
|
||||
EditorPrefs.SetBool( PREFS_SEARCH_UNUSED_MATERIAL_PROPERTIES, searchUnusedMaterialProperties );
|
||||
EditorPrefs.SetBool( PREFS_LAZY_SCENE_SEARCH, lazySceneSearch );
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
EditorPrefs.SetBool( PREFS_ADDRESSABLES_SUPPORT, addressablesSupport );
|
||||
#endif
|
||||
EditorPrefs.SetBool( PREFS_CALCULATE_UNUSED_OBJECTS, calculateUnusedObjects );
|
||||
EditorPrefs.SetBool( PREFS_HIDE_DUPLICATE_ROWS, hideDuplicateRows );
|
||||
EditorPrefs.SetBool( PREFS_HIDE_REDUNDANT_PREFAB_VARIANT_LINKS, hideReduntantPrefabVariantLinks );
|
||||
EditorPrefs.SetBool( PREFS_SHOW_PROGRESS, showDetailedProgressBar );
|
||||
}
|
||||
|
||||
private void LoadPrefs()
|
||||
{
|
||||
ParseSceneSearchMode( (SceneSearchMode) EditorPrefs.GetInt( PREFS_SEARCH_SCENES, (int) ( SceneSearchMode.OpenScenes | SceneSearchMode.ScenesInBuildSettingsTickedOnly | SceneSearchMode.AllScenes ) ) );
|
||||
searchInSceneLightingSettings = EditorPrefs.GetBool( PREFS_SEARCH_SCENE_LIGHTING_SETTINGS, true );
|
||||
searchInAssetsFolder = EditorPrefs.GetBool( PREFS_SEARCH_ASSETS, true );
|
||||
dontSearchInSourceAssets = EditorPrefs.GetBool( PREFS_DONT_SEARCH_SOURCE_ASSETS, true );
|
||||
searchInProjectSettings = EditorPrefs.GetBool( PREFS_SEARCH_PROJECT_SETTINGS, true );
|
||||
searchDepthLimit = EditorPrefs.GetInt( PREFS_SEARCH_DEPTH_LIMIT, 4 );
|
||||
fieldModifiers = (BindingFlags) EditorPrefs.GetInt( PREFS_SEARCH_FIELDS, (int) ( BindingFlags.Public | BindingFlags.NonPublic ) );
|
||||
propertyModifiers = (BindingFlags) EditorPrefs.GetInt( PREFS_SEARCH_PROPERTIES, (int) ( BindingFlags.Public | BindingFlags.NonPublic ) );
|
||||
searchNonSerializableVariables = EditorPrefs.GetBool( PREFS_SEARCH_NON_SERIALIZABLES, true );
|
||||
searchUnusedMaterialProperties = EditorPrefs.GetBool( PREFS_SEARCH_UNUSED_MATERIAL_PROPERTIES, true );
|
||||
lazySceneSearch = EditorPrefs.GetBool( PREFS_LAZY_SCENE_SEARCH, true );
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
addressablesSupport = EditorPrefs.GetBool( PREFS_ADDRESSABLES_SUPPORT, false );
|
||||
#endif
|
||||
calculateUnusedObjects = EditorPrefs.GetBool( PREFS_CALCULATE_UNUSED_OBJECTS, false );
|
||||
hideDuplicateRows = EditorPrefs.GetBool( PREFS_HIDE_DUPLICATE_ROWS, true );
|
||||
hideReduntantPrefabVariantLinks = EditorPrefs.GetBool( PREFS_HIDE_REDUNDANT_PREFAB_VARIANT_LINKS, true );
|
||||
showDetailedProgressBar = EditorPrefs.GetBool( PREFS_SHOW_PROGRESS, true );
|
||||
}
|
||||
|
||||
private SceneSearchMode GetSceneSearchMode( bool hideOptionsInPlayMode )
|
||||
{
|
||||
SceneSearchMode sceneSearchMode = SceneSearchMode.None;
|
||||
if( searchInOpenScenes )
|
||||
sceneSearchMode |= SceneSearchMode.OpenScenes;
|
||||
if( !hideOptionsInPlayMode || !EditorApplication.isPlaying )
|
||||
{
|
||||
if( searchInScenesInBuild )
|
||||
sceneSearchMode |= searchInScenesInBuildTickedOnly ? SceneSearchMode.ScenesInBuildSettingsTickedOnly : SceneSearchMode.ScenesInBuildSettingsAll;
|
||||
if( searchInAllScenes )
|
||||
sceneSearchMode |= SceneSearchMode.AllScenes;
|
||||
}
|
||||
|
||||
return sceneSearchMode;
|
||||
}
|
||||
|
||||
private void ParseSceneSearchMode( SceneSearchMode sceneSearchMode )
|
||||
{
|
||||
searchInOpenScenes = ( sceneSearchMode & SceneSearchMode.OpenScenes ) == SceneSearchMode.OpenScenes;
|
||||
searchInScenesInBuild = ( sceneSearchMode & SceneSearchMode.ScenesInBuildSettingsAll ) == SceneSearchMode.ScenesInBuildSettingsAll || ( sceneSearchMode & SceneSearchMode.ScenesInBuildSettingsTickedOnly ) == SceneSearchMode.ScenesInBuildSettingsTickedOnly;
|
||||
searchInScenesInBuildTickedOnly = ( sceneSearchMode & SceneSearchMode.ScenesInBuildSettingsAll ) != SceneSearchMode.ScenesInBuildSettingsAll;
|
||||
searchInAllScenes = ( sceneSearchMode & SceneSearchMode.AllScenes ) == SceneSearchMode.AllScenes;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if( shouldRepositionSelf )
|
||||
{
|
||||
shouldRepositionSelf = false;
|
||||
position = windowTargetPosition;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
// Make the window scrollable
|
||||
scrollPosition = EditorGUILayout.BeginScrollView( scrollPosition, Utilities.GL_EXPAND_WIDTH, Utilities.GL_EXPAND_HEIGHT );
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
if( currentPhase == Phase.Processing )
|
||||
{
|
||||
// If we are stuck at this phase, then we have encountered an exception
|
||||
GUILayout.Label( ". . . Search in progress or something went wrong (check console) . . ." );
|
||||
|
||||
if( GUILayout.Button( "RETURN", Utilities.GL_HEIGHT_30 ) )
|
||||
{
|
||||
ReturnToSetupPhase();
|
||||
GUIUtility.ExitGUI();
|
||||
}
|
||||
}
|
||||
else if( currentPhase == Phase.Setup )
|
||||
{
|
||||
DrawObjectsToSearchSection();
|
||||
|
||||
GUILayout.Space( 10f );
|
||||
|
||||
Color c = GUI.backgroundColor;
|
||||
GUI.backgroundColor = AssetUsageDetectorSettings.SettingsHeaderColor;
|
||||
GUILayout.Box( "<b>SEARCH IN</b>", Utilities.BoxGUIStyle, Utilities.GL_EXPAND_WIDTH );
|
||||
GUI.backgroundColor = c;
|
||||
|
||||
searchInAssetsFolder = WordWrappingToggleLeft( "Project window (Assets folder)", searchInAssetsFolder );
|
||||
|
||||
if( searchInAssetsFolder )
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Space( 35f );
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
searchInAssetsSubsetDrawer.Draw( searchInAssetsSubset );
|
||||
excludedAssetsDrawer.Draw( excludedAssets );
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
GUILayout.Space( 5f );
|
||||
|
||||
dontSearchInSourceAssets = WordWrappingToggleLeft( "Don't search \"SEARCHED OBJECTS\" themselves for references", dontSearchInSourceAssets );
|
||||
searchUnusedMaterialProperties = WordWrappingToggleLeft( "Search unused material properties (e.g. normal map of a material that no longer uses normal mapping)", searchUnusedMaterialProperties );
|
||||
|
||||
Utilities.DrawSeparatorLine();
|
||||
|
||||
if( searchInAllScenes && !EditorApplication.isPlaying )
|
||||
GUI.enabled = false;
|
||||
|
||||
searchInOpenScenes = WordWrappingToggleLeft( "Currently open (loaded) scene(s)", searchInOpenScenes );
|
||||
|
||||
if( !EditorApplication.isPlaying )
|
||||
{
|
||||
searchInScenesInBuild = WordWrappingToggleLeft( "Scenes in Build Settings", searchInScenesInBuild );
|
||||
|
||||
if( searchInScenesInBuild )
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Space( 35f );
|
||||
|
||||
searchInScenesInBuildTickedOnly = EditorGUILayout.ToggleLeft( "Ticked only", searchInScenesInBuildTickedOnly, Utilities.GL_WIDTH_100 );
|
||||
searchInScenesInBuildTickedOnly = !EditorGUILayout.ToggleLeft( "All", !searchInScenesInBuildTickedOnly, Utilities.GL_WIDTH_100 );
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
|
||||
searchInAllScenes = WordWrappingToggleLeft( "All scenes in the project", searchInAllScenes );
|
||||
}
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Space( 35f );
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
excludedScenesDrawer.Draw( excludedScenes );
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
EditorGUI.BeginDisabledGroup( !searchInOpenScenes && !searchInScenesInBuild && !searchInAllScenes );
|
||||
searchInSceneLightingSettings = WordWrappingToggleLeft( "Scene Lighting Settings (WARNING: This may change the active scene during search)", searchInSceneLightingSettings );
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
Utilities.DrawSeparatorLine();
|
||||
|
||||
searchInProjectSettings = WordWrappingToggleLeft( "Project Settings (Player Settings, Graphics Settings etc.)", searchInProjectSettings );
|
||||
|
||||
GUILayout.Space( 10f );
|
||||
|
||||
GUI.backgroundColor = AssetUsageDetectorSettings.SettingsHeaderColor;
|
||||
GUILayout.Box( "<b>SETTINGS</b>", Utilities.BoxGUIStyle, Utilities.GL_EXPAND_WIDTH );
|
||||
GUI.backgroundColor = c;
|
||||
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
EditorGUI.BeginDisabledGroup( addressablesSupport );
|
||||
#endif
|
||||
lazySceneSearch = WordWrappingToggleLeft( "Lazy scene search: scenes are searched in detail only when they are manually refreshed (faster search)", lazySceneSearch );
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
EditorGUI.EndDisabledGroup();
|
||||
addressablesSupport = WordWrappingToggleLeft( "Addressables support (Experimental) (WARNING: 'Lazy scene search' will be disabled) (slower search)", addressablesSupport );
|
||||
#endif
|
||||
calculateUnusedObjects = WordWrappingToggleLeft( "Calculate unused objects", calculateUnusedObjects );
|
||||
hideDuplicateRows = WordWrappingToggleLeft( "Hide duplicate rows in search results", hideDuplicateRows );
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
hideReduntantPrefabVariantLinks = WordWrappingToggleLeft( "Hide redundant prefab variant links (when the same value is assigned to the same Component of a prefab and its variant(s))", hideReduntantPrefabVariantLinks );
|
||||
#endif
|
||||
noAssetDatabaseChanges = WordWrappingToggleLeft( "I haven't modified any assets/scenes since the last search (faster search)", noAssetDatabaseChanges );
|
||||
showDetailedProgressBar = WordWrappingToggleLeft( "Update search progress bar more often (cancelable search) (slower search)", showDetailedProgressBar );
|
||||
|
||||
GUILayout.Space( 10f );
|
||||
|
||||
// Don't let the user press the GO button without any valid search location
|
||||
if( !searchInAllScenes && !searchInOpenScenes && !searchInScenesInBuild && !searchInAssetsFolder && !searchInProjectSettings )
|
||||
GUI.enabled = false;
|
||||
|
||||
if( GUILayout.Button( "GO!", Utilities.GL_HEIGHT_30 ) )
|
||||
{
|
||||
InitiateSearch();
|
||||
GUIUtility.ExitGUI();
|
||||
}
|
||||
|
||||
GUILayout.Space( 5f );
|
||||
}
|
||||
else if( currentPhase == Phase.Complete )
|
||||
{
|
||||
// Draw the results of the search
|
||||
GUI.enabled = false;
|
||||
|
||||
DrawObjectsToSearchSection();
|
||||
|
||||
if( drawObjectsToSearchSection )
|
||||
GUILayout.Space( 10f );
|
||||
|
||||
GUI.enabled = true;
|
||||
|
||||
if( GUILayout.Button( "Reset Search", Utilities.GL_HEIGHT_30 ) )
|
||||
{
|
||||
ReturnToSetupPhase();
|
||||
GUIUtility.ExitGUI();
|
||||
}
|
||||
|
||||
if( searchResult == null )
|
||||
{
|
||||
EditorGUILayout.HelpBox( "ERROR: searchResult is null", MessageType.Error );
|
||||
return;
|
||||
}
|
||||
else if( !searchResult.SearchCompletedSuccessfully )
|
||||
EditorGUILayout.HelpBox( "ERROR: search was interrupted, check the logs for more info", MessageType.Error );
|
||||
|
||||
if( searchResult.NumberOfGroups == 0 )
|
||||
{
|
||||
GUILayout.Space( 10f );
|
||||
GUILayout.Box( "No references found...", Utilities.BoxGUIStyle, Utilities.GL_EXPAND_WIDTH );
|
||||
}
|
||||
else
|
||||
{
|
||||
noAssetDatabaseChanges = WordWrappingToggleLeft( "I haven't modified any assets/scenes since the last search (faster Refresh)", noAssetDatabaseChanges );
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
scrollPosition.y = searchResult.DrawOnGUI( this, scrollPosition.y, noAssetDatabaseChanges );
|
||||
}
|
||||
}
|
||||
|
||||
if( Event.current.type == EventType.MouseLeaveWindow )
|
||||
{
|
||||
SearchResultTooltip.Hide();
|
||||
|
||||
if( searchResult != null )
|
||||
searchResult.CancelDelayedTreeViewTooltip();
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawObjectsToSearchSection()
|
||||
{
|
||||
Color c = GUI.backgroundColor;
|
||||
GUI.backgroundColor = AssetUsageDetectorSettings.SettingsHeaderColor;
|
||||
GUILayout.Box( "<b>SEARCHED OBJECTS</b>", Utilities.BoxGUIStyle, Utilities.GL_EXPAND_WIDTH );
|
||||
GUI.backgroundColor = c;
|
||||
|
||||
Rect searchedObjectsHeaderRect = GUILayoutUtility.GetLastRect();
|
||||
searchedObjectsHeaderRect.x += 5f;
|
||||
searchedObjectsHeaderRect.yMin += ( searchedObjectsHeaderRect.height - EditorGUIUtility.singleLineHeight ) * 0.5f;
|
||||
searchedObjectsHeaderRect.height = EditorGUIUtility.singleLineHeight;
|
||||
|
||||
drawObjectsToSearchSection = EditorGUI.Foldout( searchedObjectsHeaderRect, drawObjectsToSearchSection, GUIContent.none, true );
|
||||
|
||||
if( drawObjectsToSearchSection )
|
||||
objectsToSearchDrawer.Draw( objectsToSearch );
|
||||
}
|
||||
|
||||
public static bool WordWrappingToggleLeft( string label, bool value )
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
bool result = EditorGUILayout.ToggleLeft( GUIContent.none, value, GL_WIDTH_12 );
|
||||
if( GUILayout.Button( label, EditorStyles.wordWrappedLabel ) )
|
||||
{
|
||||
GUI.FocusControl( null );
|
||||
result = !value;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void InitiateSearch()
|
||||
{
|
||||
currentPhase = Phase.Processing;
|
||||
|
||||
SavePrefs();
|
||||
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
ReplacePrefabStageObjectsWithAssets( PrefabStageUtility.GetCurrentPrefabStage() );
|
||||
#endif
|
||||
|
||||
// Start searching
|
||||
searchResult = core.Run( new AssetUsageDetector.Parameters()
|
||||
{
|
||||
objectsToSearch = !objectsToSearch.IsEmpty() ? new ObjectToSearchEnumerator( objectsToSearch ).ToArray() : null,
|
||||
searchInScenes = GetSceneSearchMode( true ),
|
||||
searchInSceneLightingSettings = searchInSceneLightingSettings,
|
||||
searchInAssetsFolder = searchInAssetsFolder,
|
||||
searchInAssetsSubset = !searchInAssetsSubset.IsEmpty() ? searchInAssetsSubset.ToArray() : null,
|
||||
excludedAssetsFromSearch = !excludedAssets.IsEmpty() ? excludedAssets.ToArray() : null,
|
||||
dontSearchInSourceAssets = dontSearchInSourceAssets,
|
||||
excludedScenesFromSearch = !excludedScenes.IsEmpty() ? excludedScenes.ToArray() : null,
|
||||
searchInProjectSettings = searchInProjectSettings,
|
||||
//fieldModifiers = fieldModifiers,
|
||||
//propertyModifiers = propertyModifiers,
|
||||
//searchDepthLimit = searchDepthLimit,
|
||||
//searchNonSerializableVariables = searchNonSerializableVariables,
|
||||
searchUnusedMaterialProperties = searchUnusedMaterialProperties,
|
||||
searchRefactoring = searchRefactoring,
|
||||
#if ASSET_USAGE_ADDRESSABLES
|
||||
lazySceneSearch = lazySceneSearch && !addressablesSupport,
|
||||
addressablesSupport = addressablesSupport,
|
||||
#else
|
||||
lazySceneSearch = lazySceneSearch,
|
||||
#endif
|
||||
calculateUnusedObjects = calculateUnusedObjects,
|
||||
hideDuplicateRows = hideDuplicateRows,
|
||||
hideReduntantPrefabVariantLinks = hideReduntantPrefabVariantLinks,
|
||||
noAssetDatabaseChanges = noAssetDatabaseChanges,
|
||||
showDetailedProgressBar = showDetailedProgressBar
|
||||
} );
|
||||
|
||||
currentPhase = Phase.Complete;
|
||||
|
||||
// We really don't want SearchRefactoring to affect next searches unless the search is initiated via ShowAndSearch again
|
||||
searchRefactoring = null;
|
||||
|
||||
if( AssetUsageDetectorSettings.ShowCustomTooltip )
|
||||
wantsMouseMove = wantsMouseEnterLeaveWindow = true;
|
||||
}
|
||||
|
||||
#if UNITY_2018_3_OR_NEWER
|
||||
// Try replacing searched objects who are part of currently open prefab stage with their corresponding prefab assets
|
||||
public void ReplacePrefabStageObjectsWithAssets( PrefabStage prefabStage )
|
||||
{
|
||||
if( prefabStage == null || !prefabStage.stageHandle.IsValid() )
|
||||
return;
|
||||
|
||||
#if UNITY_2020_1_OR_NEWER
|
||||
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>( prefabStage.assetPath );
|
||||
#else
|
||||
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>( prefabStage.prefabAssetPath );
|
||||
#endif
|
||||
if( prefabAsset == null || prefabAsset.Equals( null ) )
|
||||
return;
|
||||
|
||||
for( int i = 0; i < objectsToSearch.Count; i++ )
|
||||
{
|
||||
Object obj = objectsToSearch[i].obj;
|
||||
if( obj != null && !obj.Equals( null ) && obj is GameObject && prefabStage.IsPartOfPrefabContents( (GameObject) obj ) )
|
||||
{
|
||||
GameObject prefabStageObjectSource = ( (GameObject) obj ).FollowSymmetricHierarchy( prefabStage.prefabContentsRoot, prefabAsset );
|
||||
if( prefabStageObjectSource != null )
|
||||
objectsToSearch[i].obj = prefabStageObjectSource;
|
||||
|
||||
List<ObjectToSearch.SubAsset> subAssets = objectsToSearch[i].subAssets;
|
||||
for( int j = 0; j < subAssets.Count; j++ )
|
||||
{
|
||||
obj = subAssets[j].subAsset;
|
||||
if( obj != null && !obj.Equals( null ) && obj is GameObject && prefabStage.IsPartOfPrefabContents( (GameObject) obj ) )
|
||||
{
|
||||
prefabStageObjectSource = ( (GameObject) obj ).FollowSymmetricHierarchy( prefabStage.prefabContentsRoot, prefabAsset );
|
||||
if( prefabStageObjectSource != null )
|
||||
subAssets[j].subAsset = prefabStageObjectSource;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private bool ReturnToSetupPhase()
|
||||
{
|
||||
if( searchResult != null && !EditorApplication.isPlaying && !searchResult.RestoreInitialSceneSetup() )
|
||||
return false;
|
||||
|
||||
searchResult = null;
|
||||
currentPhase = Phase.Setup;
|
||||
wantsMouseMove = wantsMouseEnterLeaveWindow = false;
|
||||
|
||||
SearchResultTooltip.Hide();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
internal void OnSettingsChanged( bool highlightedSearchTextColorChanged = false, bool tooltipDescriptionsColorChanged = false )
|
||||
{
|
||||
if( searchResult == null )
|
||||
return;
|
||||
|
||||
wantsMouseMove = wantsMouseEnterLeaveWindow = AssetUsageDetectorSettings.ShowCustomTooltip;
|
||||
|
||||
for( int i = searchResult.NumberOfGroups - 1; i >= 0; i-- )
|
||||
{
|
||||
if( searchResult[i].treeView != null )
|
||||
{
|
||||
searchResult[i].treeView.rowHeight = EditorGUIUtility.singleLineHeight + AssetUsageDetectorSettings.ExtraRowHeight;
|
||||
searchResult[i].treeView.OnSettingsChanged( highlightedSearchTextColorChanged, tooltipDescriptionsColorChanged );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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timeCreated: 1520032279
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= Asset Usage Detector (v2.5.3) =
|
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|
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Documentation: https://github.com/yasirkula/UnityAssetUsageDetector
|
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E-mail: yasirkula@gmail.com
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