add tile key selection for addressables builds

This commit is contained in:
2026-01-23 16:07:24 +01:00
parent bd1e6f4f4d
commit 04ef2c68cc
16 changed files with 1383 additions and 185 deletions

View File

@@ -1,5 +1,7 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
@@ -46,6 +48,44 @@ public static class MissingScriptUtility
Debug.Log($"[MissingScriptUtility] Missing scripts found in prefabs: {missingCount}");
}
[MenuItem("Tools/Diagnostics/Find Missing Scripts in ScriptableObjects")]
public static void FindMissingScriptsInScriptableObjects()
{
var assetGuids = AssetDatabase.FindAssets("t:ScriptableObject");
int missingCount = 0;
for (int i = 0; i < assetGuids.Length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(assetGuids[i]);
EditorUtility.DisplayProgressBar("Scanning ScriptableObjects", path, (float)i / assetGuids.Length);
if (string.IsNullOrWhiteSpace(path) || !path.EndsWith(".asset", StringComparison.OrdinalIgnoreCase))
continue;
if (!File.Exists(path))
continue;
string contents;
try
{
contents = File.ReadAllText(path);
}
catch
{
continue;
}
if (contents.Contains("m_Script: {fileID: 0}"))
{
missingCount++;
Debug.LogWarning($"[MissingScriptUtility] Missing script reference in asset: {path}");
}
}
EditorUtility.ClearProgressBar();
Debug.Log($"[MissingScriptUtility] Missing scripts found in scriptable objects: {missingCount}");
}
[MenuItem("Tools/Diagnostics/Remove Missing Scripts in Open Scenes")]
public static void RemoveMissingScriptsInOpenScenes()
{