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using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Runtime.Serialization.Formatters.Binary; using UnityEditor; using UnityEngine; public class ReferenceFinderData { //缓存路径 private const string CACHE_PATH = "Library/ReferenceFinderCache"; private const string CACHE_VERSION = "V1"; //资源引用信息字典 public Dictionary<string, AssetDescription> assetDict = new Dictionary<string, AssetDescription>(); //收集资源引用信息并更新缓存 public void CollectDependenciesInfo() { try { ReadFromCache(); var allAssets = AssetDatabase.GetAllAssetPaths(); int totalCount = allAssets.Length; for (int i = 0; i < allAssets.Length; i++) { //每遍历100个Asset,更新一下进度条,同时对进度条的取消操作进行处理 if ((i % 100 == 0) && EditorUtility.DisplayCancelableProgressBar("Refresh", string.Format("Collecting {0} assets", i), (float) i / totalCount)) { EditorUtility.ClearProgressBar(); return; } if (File.Exists(allAssets[i])) ImportAsset(allAssets[i]); if (i % 2000 == 0) GC.Collect(); } //将信息写入缓存 EditorUtility.DisplayCancelableProgressBar("Refresh", "Write to cache", 1f); WriteToChache(); //生成引用数据 EditorUtility.DisplayCancelableProgressBar("Refresh", "Generating asset reference info", 1f); UpdateReferenceInfo(); EditorUtility.ClearProgressBar(); } catch (Exception e) { Debug.LogError(e); EditorUtility.ClearProgressBar(); } } //通过依赖信息更新引用信息 private void UpdateReferenceInfo() { //先清理引用关系 foreach (var asset in assetDict) { asset.Value.references?.Clear(); } foreach (var asset in assetDict) { foreach (var assetGuid in asset.Value.dependencies) { if (assetDict.ContainsKey(assetGuid) && !assetDict[assetGuid].references.Contains(asset.Key)) { assetDict[assetGuid].references.Add(asset.Key); } } } } //生成并加入引用信息 private void ImportAsset(string path) { if (!path.StartsWith("Assets/")) return; //通过path获取guid进行储存 string guid = AssetDatabase.AssetPathToGUID(path); //获取该资源的最后修改时间,用于之后的修改判断 Hash128 assetDependencyHash = AssetDatabase.GetAssetDependencyHash(path); //如果assetDict没包含该guid或包含了修改时间不一样则需要更新 if (!assetDict.ContainsKey(guid) || assetDict[guid].assetDependencyHash != assetDependencyHash.ToString()) { //将每个资源的直接依赖资源转化为guid进行储存 var guids = AssetDatabase.GetDependencies(path, false).Select(p => AssetDatabase.AssetPathToGUID(p)) .ToList(); //生成asset依赖信息,被引用需要在所有的asset依赖信息生成完后才能生成 AssetDescription ad = new AssetDescription(); ad.name = Path.GetFileNameWithoutExtension(path); ad.path = path; ad.assetDependencyHash = assetDependencyHash.ToString(); ad.dependencies = guids; if (assetDict.ContainsKey(guid)) assetDict[guid] = ad; else assetDict.Add(guid, ad); } } //读取缓存信息 public bool ReadFromCache() { assetDict.Clear(); if (!File.Exists(CACHE_PATH)) { return false; } var serializedGuid = new List<string>(); var serializedDependencyHash = new List<string>(); var serializedDenpendencies = new List<int[]>(); //反序列化数据 FileStream fs = File.OpenRead(CACHE_PATH); try { BinaryFormatter bf = new BinaryFormatter(); string cacheVersion = (string) bf.Deserialize(fs); if (cacheVersion != CACHE_VERSION) { return false; } EditorUtility.DisplayCancelableProgressBar("Import Cache", "Reading Cache", 0); serializedGuid = (List<string>) bf.Deserialize(fs); serializedDependencyHash = (List<string>) bf.Deserialize(fs); serializedDenpendencies = (List<int[]>) bf.Deserialize(fs); EditorUtility.ClearProgressBar(); } catch { //兼容旧版本序列化格式 return false; } finally { fs.Close(); } for (int i = 0; i < serializedGuid.Count; ++i) { string path = AssetDatabase.GUIDToAssetPath(serializedGuid[i]); if (!string.IsNullOrEmpty(path)) { var ad = new AssetDescription(); ad.name = Path.GetFileNameWithoutExtension(path); ad.path = path; ad.assetDependencyHash = serializedDependencyHash[i]; assetDict.Add(serializedGuid[i], ad); } } for (int i = 0; i < serializedGuid.Count; ++i) { string guid = serializedGuid[i]; if (assetDict.ContainsKey(guid)) { var guids = serializedDenpendencies[i].Select(index => serializedGuid[index]) .Where(g => assetDict.ContainsKey(g)).ToList(); assetDict[guid].dependencies = guids; } } UpdateReferenceInfo(); return true; } //写入缓存 private void WriteToChache() { if (File.Exists(CACHE_PATH)) File.Delete(CACHE_PATH); var serializedGuid = new List<string>(); var serializedDependencyHash = new List<string>(); var serializedDenpendencies = new List<int[]>(); //辅助映射字典 var guidIndex = new Dictionary<string, int>(); //序列化 using (FileStream fs = File.OpenWrite(CACHE_PATH)) { foreach (var pair in assetDict) { guidIndex.Add(pair.Key, guidIndex.Count); serializedGuid.Add(pair.Key); serializedDependencyHash.Add(pair.Value.assetDependencyHash); } foreach (var guid in serializedGuid) { //使用 Where 子句过滤目录 int[] indexes = assetDict[guid].dependencies.Where(s => guidIndex.ContainsKey(s)) .Select(s => guidIndex[s]).ToArray(); serializedDenpendencies.Add(indexes); } BinaryFormatter bf = new BinaryFormatter(); bf.Serialize(fs, CACHE_VERSION); bf.Serialize(fs, serializedGuid); bf.Serialize(fs, serializedDependencyHash); bf.Serialize(fs, serializedDenpendencies); } } //更新引用信息状态 public void UpdateAssetState(string guid) { AssetDescription ad; if (assetDict.TryGetValue(guid, out ad) && ad.state != AssetState.NODATA) { if (File.Exists(ad.path)) { //修改时间与记录的不同为修改过的资源 if (ad.assetDependencyHash != AssetDatabase.GetAssetDependencyHash(ad.path).ToString()) { ad.state = AssetState.CHANGED; } else { //默认为普通资源 ad.state = AssetState.NORMAL; } } //不存在为丢失 else { ad.state = AssetState.MISSING; } } //字典中没有该数据 else if (!assetDict.TryGetValue(guid, out ad)) { string path = AssetDatabase.GUIDToAssetPath(guid); ad = new AssetDescription(); ad.name = Path.GetFileNameWithoutExtension(path); ad.path = path; ad.state = AssetState.NODATA; assetDict.Add(guid, ad); } } //根据引用信息状态获取状态描述 public static string GetInfoByState(AssetState state) { if (state == AssetState.CHANGED) { return "<color=#F0672AFF>Changed</color>"; } else if (state == AssetState.MISSING) { return "<color=#FF0000FF>Missing</color>"; } else if (state == AssetState.NODATA) { return "<color=#FFE300FF>No Data</color>"; } return "Normal"; } public class AssetDescription { public string name = ""; public string path = ""; public string assetDependencyHash; public List<string> dependencies = new List<string>(); public List<string> references = new List<string>(); public AssetState state = AssetState.NORMAL; } public enum AssetState { NORMAL, CHANGED, MISSING, NODATA, } }
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--[[ * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! ]]-- -- 本脚本负责为ConfigMgr中的配置表添加专门的功能 local helpers = {} -- Map 表有一个不做初始化的项 ForceSetLeaveMusicId .此项为-1或nil则表示此项不起作用;如果值为正数则用此数代替OutMusic function helpers.GetOutMusic(cfg) if cfg.ForceSetLeaveMusicId == nil or cfg.ForceSetLeaveMusicId ==-1 then return cfg.OutMusic else return cfg.ForceSetLeaveMusicId end end -- 获取标签数据,以半角的冒号分割 function helpers.GetTagValue(cfg, str) return string.match(cfg.Tags, str..":(%d+)") or "" end -- 获取跳转场景数据,以半角的冒号分割 function helpers.GetTransportToMapValue(cfg, str) return tonumber(string.match(cfg.TransportToMap, str..":(%d+)")) end -- 获取地图显示名称 function helpers.GetShowName(cfg) -- 展示主角出生地图名称 if CS.Jyx2.GlobalAssetConfig.Instance.defaultHomeName == cfg.Name then return CS.Jyx2.GameRuntimeData.Instance.Player.Name.."居" end return cfg.Name end -- 获取开场地图 function helpers.GetGameStartMap(cfg) local mapTable = Jyx2.ConfigMgr:GetConfig("Map") for i,v in pairs(mapTable) do if type(v) == "table" and string.find(v.Tags, "START") then return v end end return nil end -- 使用场景文件名称获取地图 function helpers.GetMapBySceneName(cfg, sceneName) local mapTable = Jyx2.ConfigMgr:GetConfig("Map") for i,v in pairs(mapTable) do if type(v) == "table" and v.MapScene == sceneName then return v end end return nil end -- 使用场景名称获取地图 function helpers.GetMapByName(cfg, name) local mapTable = Jyx2.ConfigMgr:GetConfig("Map") for i,v in pairs(mapTable) do if type(v) == "table" and v.Name == name then return v end end return nil end return helpers
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