using UnityEngine;
using System;
using System.IO;
using System.Text;
using ICSharpCode.SharpZipLib.Zip;
using ICSharpCode.SharpZipLib.Core;
using UnityEditor;
using UnityEngine.UI;
using System.Collections.Generic;
public static class CheckPrefabScript {
public static List<string> scriptStrs = new List<string>();
public static List<string> unUsed = new List<string>();
[MenuItem("Tools/Check all prefab Script")]
public static void DoCheck() {
string[] prefabPath = AssetDatabase.FindAssets("t:Prefab", new string[] { "Assets" });
string[] scenePath = AssetDatabase.FindAssets("t:Scene", new string[] { "Assets" });
string[] animationPath = AssetDatabase.FindAssets("t:Animation", new string[] { "Assets" });
List<string> allPath = new List<string>();
Debug.Log(prefabPath.Length + "-" + scenePath.Length + "-" + animationPath.Length);
for(int i = 0; i < prefabPath.Length; i++) {
string path = AssetDatabase.GUIDToAssetPath(prefabPath[i]);
var obj = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
if(obj != null) {
try {
string[] lines = File.ReadAllLines(path);
for(int j = 0; j < lines.Length; j++) {
if(lines[j].Contains("m_Script:") && lines[j].Contains("80fc9aa3f08635c46a963cf07336bf14")) {
string id = lines[j].Split(',')[0].Split(':')[2].Trim();
if(!scriptStrs.Contains(id)) {
scriptStrs.Add(id);
}
}
}
} catch(System.Exception e) {
ADebug.LogError(e.Message);
}
}
}
for(int i = 0; i < scenePath.Length; i++) {
string path = AssetDatabase.GUIDToAssetPath(scenePath[i]);
try {
string[] lines = File.ReadAllLines(path);
for(int j = 0; j < lines.Length; j++) {
if(lines[j].Contains("m_Script:") && lines[j].Contains("80fc9aa3f08635c46a963cf07336bf14")) {
string id = lines[j].Split(',')[0].Split(':')[2].Trim();
if(!scriptStrs.Contains(id)) {
scriptStrs.Add(id);
}
}
}
} catch(System.Exception e) {
ADebug.LogError(e.Message);
}
}
for(int i = 0; i < animationPath.Length; i++) {
string path = AssetDatabase.GUIDToAssetPath(animationPath[i]);
//Debug.Log(path);
try {
string[] lines = File.ReadAllLines(path);
for(int j = 0; j < lines.Length; j++) {
if(lines[j].Contains("script:") && lines[j].Contains("80fc9aa3f08635c46a963cf07336bf14")) {
string id = lines[j].Split(',')[0].Split(':')[2].Trim();
if(!scriptStrs.Contains(id)) {
scriptStrs.Add(id);
}
}
}
} catch(System.Exception e) {
ADebug.LogError(e.Message);
}
}
Type[] types = typeof(ViewActivityRechargeTalentLogic).Assembly.GetTypes();
//Debug.Log(types);
for(int i = 0; i < types.Length; i++) {
if(types[i].IsSubclassOf(typeof(MonoBehaviour))) {
if(!scriptStrs.Contains(FileIDUtil.Compute(types[i]).ToString())) {
unUsed.Add(FileIDUtil.Compute(types[i]).ToString() + " " + types[i].Name);
}
//else {
// Debug.Log(FileIDUtil.Compute(types[i]).ToString() + " >> " + types[i].Name);
// }
}
}
Save(unUsed, "CheckPrefabScript_unUsed");
// Save(scriptStrs, "CheckPrefabScript_Script");
}
public static void Save(List<string> list, string name) {
string localpath = Path.Combine(PluginKits.PersistentDataPath, name);
if(!Directory.Exists(localpath)) {
Directory.CreateDirectory(localpath);
}
string msg = "";
for(int i = 0; i < list.Count; i++) {
if(i > 0)
msg += "\r\n";
msg += list[i];
}
WriteIntoTxt(localpath, msg, name);
Debug.Log(name + " Do End >> " + list.Count);
}
static StreamWriter writer;
//把所有的数据写入文本中
public static void WriteIntoTxt(string path, string message, string name) {
FileInfo file = new FileInfo(path + "/" + name + ".txt");
if(!file.Exists) {
writer = file.CreateText();
} else {
file.Delete();
writer = file.CreateText();
}
writer.Write(message);
writer.Close();
writer.Dispose();
}
}
using System;
using System.Linq;
using System.Collections.Generic;
using System.Security.Cryptography;
using System.Reflection;
using UnityEditor;
// Taken from http://www.superstarcoders.com/blogs/posts/md4-hash-algorithm-in-c-sharp.aspx
// Probably not the best implementation of MD4, but it works.
public class MD4 : HashAlgorithm {
private uint _a;
private uint _b;
private uint _c;
private uint _d;
private uint[] _x;
private int _bytesProcessed;
public MD4() {
_x = new uint[16];
Initialize();
}
public override void Initialize() {
_a = 0x67452301;
_b = 0xefcdab89;
_c = 0x98badcfe;
_d = 0x10325476;
_bytesProcessed = 0;
}
protected override void HashCore(byte[] array, int offset, int length) {
ProcessMessage(Bytes(array, offset, length));
}
protected override byte[] HashFinal() {
try {
ProcessMessage(Padding());
return new[] { _a, _b, _c, _d } .SelectMany(word => Bytes(word)).ToArray();
} finally {
Initialize();
}
}
private void ProcessMessage(IEnumerable<byte> bytes) {
foreach(byte b in bytes) {
int c = _bytesProcessed & 63;
int i = c >> 2;
int s = (c & 3) << 3;
_x[i] = (_x[i] & ~((uint)255 << s)) | ((uint)b << s);
if(c == 63) {
Process16WordBlock();
}
_bytesProcessed++;
}
}
private static IEnumerable<byte> Bytes(byte[] bytes, int offset, int length) {
for(int i = offset; i < length; i++) {
yield return bytes[i];
}
}
private IEnumerable<byte> Bytes(uint word) {
yield return (byte)(word & 255);
yield return (byte)((word >> 8) & 255);
yield return (byte)((word >> 16) & 255);
yield return (byte)((word >> 24) & 255);
}
private IEnumerable<byte> Repeat(byte value, int count) {
for(int i = 0; i < count; i++) {
yield return value;
}
}
private IEnumerable<byte> Padding() {
return Repeat(128, 1)
.Concat(Repeat(0, ((_bytesProcessed + 8) & 0x7fffffc0) + 55 - _bytesProcessed))
.Concat(Bytes((uint)_bytesProcessed << 3))
.Concat(Repeat(0, 4));
}
private void Process16WordBlock() {
uint aa = _a;
uint bb = _b;
uint cc = _c;
uint dd = _d;
foreach(int k in new[] { 0, 4, 8, 12 }) {
aa = Round1Operation(aa, bb, cc, dd, _x[k], 3);
dd = Round1Operation(dd, aa, bb, cc, _x[k + 1], 7);
cc = Round1Operation(cc, dd, aa, bb, _x[k + 2], 11);
bb = Round1Operation(bb, cc, dd, aa, _x[k + 3], 19);
}
foreach(int k in new[] { 0, 1, 2, 3 }) {
aa = Round2Operation(aa, bb, cc, dd, _x[k], 3);
dd = Round2Operation(dd, aa, bb, cc, _x[k + 4], 5);
cc = Round2Operation(cc, dd, aa, bb, _x[k + 8], 9);
bb = Round2Operation(bb, cc, dd, aa, _x[k + 12], 13);
}
foreach(int k in new[] { 0, 2, 1, 3 }) {
aa = Round3Operation(aa, bb, cc, dd, _x[k], 3);
dd = Round3Operation(dd, aa, bb, cc, _x[k + 8], 9);
cc = Round3Operation(cc, dd, aa, bb, _x[k + 4], 11);
bb = Round3Operation(bb, cc, dd, aa, _x[k + 12], 15);
}
unchecked {
_a += aa;
_b += bb;
_c += cc;
_d += dd;
}
}
private static uint ROL(uint value, int numberOfBits) {
return (value << numberOfBits) | (value >> (32 - numberOfBits));
}
private static uint Round1Operation(uint a, uint b, uint c, uint d, uint xk, int s) {
unchecked {
return ROL(a + ((b & c) | (~b & d)) + xk, s);
}
}
private static uint Round2Operation(uint a, uint b, uint c, uint d, uint xk, int s) {
unchecked {
return ROL(a + ((b & c) | (b & d) | (c & d)) + xk + 0x5a827999, s);
}
}
private static uint Round3Operation(uint a, uint b, uint c, uint d, uint xk, int s) {
unchecked {
return ROL(a + (b ^ c ^ d) + xk + 0x6ed9eba1, s);
}
}
}
public static class FileIDUtil {
public static int Compute(Type t) {
string toBeHashed = "s\0\0\0" + t.Namespace + t.Name;
using(HashAlgorithm hash = new MD4()) {
byte[] hashed = hash.ComputeHash(System.Text.Encoding.UTF8.GetBytes(toBeHashed));
int result = 0;
for(int i = 3; i >= 0; --i) {
result <<= 8;
result |= hashed[i];
}
return result;
}
}
public static int GetFileID(UnityEngine.Object obj) {
PropertyInfo inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
SerializedObject serializedObject = new SerializedObject(obj);
inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
SerializedProperty localIdProp = serializedObject.FindProperty("m_LocalIdentfierInFile");
int localId = localIdProp.intValue;
return localId;
}
public static int GetFileType(UnityEngine.Object obj) {
int hideFlags = (int)obj.hideFlags;
bool notEditable = (hideFlags & (int)UnityEngine.HideFlags.NotEditable) != 0;
bool isDefaultAsset = (hideFlags & ((int)UnityEngine.HideFlags.HideAndDontSave + (int)UnityEngine.HideFlags.HideInInspector)) != 0;
if(hideFlags == 0)
return 2;
if(notEditable)
return 3;
if(isDefaultAsset)
return 0;
// not sure
return 1;
}
}
来源:CSDN
作者:古孤月
链接:https://blog.csdn.net/hu137362300/article/details/104048986