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解决Unity的 The file 'MemoryStream' is corrupted! Remove it and launch 崩溃问题

时间:2017-05-30 20:47:20      阅读:668      评论:0      收藏:0      [点我收藏+]

标签:editor   .sh   uil   oar   dma   following   field   fuse   load   

孙广东   2015.7.30

问题:   在项目平时删除资源或者脚本资源时产生的prefab的脚本引用丢失,特别是在场景scene中丢了
解决方式
/// 1、又一次Clone项目
/// 2、删除项目的 Library 目录(推荐、解决紧急问题)
/// 3、使用这个脚本解决全部问题(这个当然推荐了)


http://forum.unity3d.com/threads/editor-want-to-check-all-prefabs-in-a-project-for-an-attached-monobehaviour.253149/#post-1673716

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;

/// <summary>
/// 查看 prefab的脚本引用丢失
/// 像 : The file ‘MemoryStream‘ is corrupted! Remove it and launch unity again!  [Position out of bounds! 20 > 16]  崩溃问题
/// 
/// http://forum.unity3d.com/threads/unity-4-5-memory-stream-is-corrupted.248356/
/// http://forum.unity3d.com/threads/editor-want-to-check-all-prefabs-in-a-project-for-an-attached-monobehaviour.253149/#post-1673716
/// </summary>
public class SearchForComponents : EditorWindow
{
    [MenuItem("DajiaGame/Search For Components")]
    static void Init()
    {
        SearchForComponents window = (SearchForComponents)EditorWindow.GetWindow(typeof(SearchForComponents));
        window.Show();
        window.position = new Rect(20, 80, 550, 500);
    }

    string[] modes = new string[] { "Search for component usage", "Search for missing components" };
    string[] checkType = new string[] { "Check single component", "Check all components" };

    List<string> listResult;
    List<ComponentNames> prefabComponents, notUsedComponents, addedComponents, existingComponents, sceneComponents;
    int editorMode, selectedCheckType;
    MonoScript targetComponent;
    string componentName = "";

    bool showPrefabs, showAdded, showScene, showUnused = true;
    Vector2 scroll, scroll1, scroll2, scroll3, scroll4;

    class ComponentNames
    {
        public string componentName;
        public string namespaceName;
        public string assetPath;
        public List<string> usageSource;
        public ComponentNames(string comp, string space, string path)
        {
            this.componentName = comp;
            this.namespaceName = space;
            this.assetPath = path;
            this.usageSource = new List<string>();
        }
        public override bool Equals(object obj)
        {
            return ((ComponentNames)obj).componentName == componentName && ((ComponentNames)obj).namespaceName == namespaceName;
        }
        public override int GetHashCode()
        {
            return componentName.GetHashCode() + namespaceName.GetHashCode();
        }
    }

    void OnGUI()
    {
        GUILayout.Label(position + "");
        GUILayout.Space(3);
        int oldValue = GUI.skin.window.padding.bottom;
        GUI.skin.window.padding.bottom = -20;
        Rect windowRect = GUILayoutUtility.GetRect(1, 17);
        windowRect.x += 4;
        windowRect.width -= 7;
        editorMode = GUI.SelectionGrid(windowRect, editorMode, modes, 2, "Window");
        GUI.skin.window.padding.bottom = oldValue;

        switch (editorMode)
        {
            case 0:
                selectedCheckType = GUILayout.SelectionGrid(selectedCheckType, checkType, 2, "Toggle");
                GUI.enabled = selectedCheckType == 0;
                targetComponent = (MonoScript)EditorGUILayout.ObjectField(targetComponent, typeof(MonoScript), false);
                GUI.enabled = true;

                if (GUILayout.Button("Check component usage"))
                {
                    AssetDatabase.SaveAssets();
                    switch (selectedCheckType)
                    {
                        case 0:
                            componentName = targetComponent.name;
                            string targetPath = AssetDatabase.GetAssetPath(targetComponent);
                            string[] allPrefabs = GetAllPrefabs();
                            listResult = new List<string>();
                            foreach (string prefab in allPrefabs)
                            {
                                string[] single = new string[] { prefab };
                                string[] dependencies = AssetDatabase.GetDependencies(single);
                                foreach (string dependedAsset in dependencies)
                                {
                                    if (dependedAsset == targetPath)
                                    {
                                        listResult.Add(prefab);
                                    }
                                }
                            }
                            break;
                        case 1:
                            List<string> scenesToLoad = new List<string>();
                            existingComponents = new List<ComponentNames>();
                            prefabComponents = new List<ComponentNames>();
                            notUsedComponents = new List<ComponentNames>();
                            addedComponents = new List<ComponentNames>();
                            sceneComponents = new List<ComponentNames>();

                            if (EditorApplication.SaveCurrentSceneIfUserWantsTo())
                            {
                                string projectPath = Application.dataPath;
                                projectPath = projectPath.Substring(0, projectPath.IndexOf("Assets"));

                                string[] allAssets = AssetDatabase.GetAllAssetPaths();

                                foreach (string asset in allAssets)
                                {
                                    int indexCS = asset.IndexOf(".cs");
                                    int indexJS = asset.IndexOf(".js");
                                    if (indexCS != -1 || indexJS != -1)
                                    {
                                        ComponentNames newComponent = new ComponentNames(NameFromPath(asset), "", asset);
                                        try
                                        {
                                            System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
                                            System.IO.StreamReader SR = new System.IO.StreamReader(FS);
                                            string line;
                                            while (!SR.EndOfStream)
                                            {
                                                line = SR.ReadLine();
                                                int index1 = line.IndexOf("namespace");
                                                int index2 = line.IndexOf("{");
                                                if (index1 != -1 && index2 != -1)
                                                {
                                                    line = line.Substring(index1 + 9);
                                                    index2 = line.IndexOf("{");
                                                    line = line.Substring(0, index2);
                                                    line = line.Replace(" ", "");
                                                    newComponent.namespaceName = line;
                                                }
                                            }
                                        }
                                        catch
                                        {
                                        }

                                        existingComponents.Add(newComponent);

                                        try
                                        {
                                            System.IO.FileStream FS = new System.IO.FileStream(projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite);
                                            System.IO.StreamReader SR = new System.IO.StreamReader(FS);

                                            string line;
                                            int lineNum = 0;
                                            while (!SR.EndOfStream)
                                            {
                                                lineNum++;
                                                line = SR.ReadLine();
                                                int index = line.IndexOf("AddComponent");
                                                if (index != -1)
                                                {
                                                    line = line.Substring(index + 12);
                                                    if (line[0] == ‘(‘)
                                                    {
                                                        line = line.Substring(1, line.IndexOf(‘)‘) - 1);
                                                    }
                                                    else if (line[0] == ‘<‘)
                                                    {
                                                        line = line.Substring(1, line.IndexOf(‘>‘) - 1);
                                                    }
                                                    else
                                                    {
                                                        continue;
                                                    }
                                                    line = line.Replace(" ", "");
                                                    line = line.Replace("\"", "");
                                                    index = line.LastIndexOf(‘.‘);
                                                    ComponentNames newComp;
                                                    if (index == -1)
                                                    {
                                                        newComp = new ComponentNames(line, "", "");
                                                    }
                                                    else
                                                    {
                                                        newComp = new ComponentNames(line.Substring(index + 1, line.Length - (index + 1)), line.Substring(0, index), "");
                                                    }
                                                    string pName = asset + ", Line " + lineNum;
                                                    newComp.usageSource.Add(pName);
                                                    index = addedComponents.IndexOf(newComp);
                                                    if (index == -1)
                                                    {
                                                        addedComponents.Add(newComp);
                                                    }
                                                    else
                                                    {
                                                        if (!addedComponents[index].usageSource.Contains(pName)) addedComponents[index].usageSource.Add(pName);
                                                    }
                                                }
                                            }
                                        }
                                        catch
                                        {
                                        }
                                    }
                                    int indexPrefab = asset.IndexOf(".prefab");

                                    if (indexPrefab != -1)
                                    {
                                        string[] single = new string[] { asset };
                                        string[] dependencies = AssetDatabase.GetDependencies(single);
                                        foreach (string dependedAsset in dependencies)
                                        {
                                            if (dependedAsset.IndexOf(".cs") != -1 || dependedAsset.IndexOf(".js") != -1)
                                            {
                                                ComponentNames newComponent = new ComponentNames(NameFromPath(dependedAsset), GetNamespaceFromPath(dependedAsset), dependedAsset);
                                                int index = prefabComponents.IndexOf(newComponent);
                                                if (index == -1)
                                                {
                                                    newComponent.usageSource.Add(asset);
                                                    prefabComponents.Add(newComponent);
                                                }
                                                else
                                                {
                                                    if (!prefabComponents[index].usageSource.Contains(asset)) prefabComponents[index].usageSource.Add(asset);
                                                }
                                            }
                                        }
                                    }
                                    int indexUnity = asset.IndexOf(".unity");
                                    if (indexUnity != -1)
                                    {
                                        scenesToLoad.Add(asset);
                                    }
                                }

                                for (int i = addedComponents.Count - 1; i > -1; i--)
                                {
                                    addedComponents[i].assetPath = GetPathFromNames(addedComponents[i].namespaceName, addedComponents[i].componentName);
                                    if (addedComponents[i].assetPath == "") addedComponents.RemoveAt(i);

                                }

                                foreach (string scene in scenesToLoad)
                                {
                                    EditorApplication.OpenScene(scene);
                                    GameObject[] sceneGOs = GetAllObjectsInScene();
                                    foreach (GameObject g in sceneGOs)
                                    {
                                        Component[] comps = g.GetComponentsInChildren<Component>(true);
                                        foreach (Component c in comps)
                                        {

                                            if (c != null && c.GetType() != null && c.GetType().BaseType != null && c.GetType().BaseType == typeof(MonoBehaviour))
                                            {
                                                SerializedObject so = new SerializedObject(c);
                                                SerializedProperty p = so.FindProperty("m_Script");
                                                string path = AssetDatabase.GetAssetPath(p.objectReferenceValue);
                                                ComponentNames newComp = new ComponentNames(NameFromPath(path), GetNamespaceFromPath(path), path);
                                                newComp.usageSource.Add(scene);
                                                int index = sceneComponents.IndexOf(newComp);
                                                if (index == -1)
                                                {
                                                    sceneComponents.Add(newComp);
                                                }
                                                else
                                                {
                                                    if (!sceneComponents[index].usageSource.Contains(scene)) sceneComponents[index].usageSource.Add(scene);
                                                }
                                            }
                                        }
                                    }
                                }

                                foreach (ComponentNames c in existingComponents)
                                {
                                    if (addedComponents.Contains(c)) continue;
                                    if (prefabComponents.Contains(c)) continue;
                                    if (sceneComponents.Contains(c)) continue;
                                    notUsedComponents.Add(c);
                                }

                                addedComponents.Sort(SortAlphabetically);
                                prefabComponents.Sort(SortAlphabetically);
                                sceneComponents.Sort(SortAlphabetically);
                                notUsedComponents.Sort(SortAlphabetically);
                            }
                            break;
                    }
                }
                break;
            case 1:
                if (GUILayout.Button("Search!"))
                {
                    string[] allPrefabs = GetAllPrefabs();
                    listResult = new List<string>();
                    foreach (string prefab in allPrefabs)
                    {
                        UnityEngine.Object o = AssetDatabase.LoadMainAssetAtPath(prefab);
                        GameObject go;
                        try
                        {
                            go = (GameObject)o;
                            Component[] components = go.GetComponentsInChildren<Component>(true);
                            foreach (Component c in components)
                            {
                                if (c == null)
                                {
                                    listResult.Add(prefab);
                                }
                            }
                        }
                        catch
                        {
                            Debug.Log("For some reason, prefab " + prefab + " won‘t cast to GameObject");
                        }
                    }
                }
                break;
        }
        if (editorMode == 1 || selectedCheckType == 0)
        {
            if (listResult != null)
            {
                if (listResult.Count == 0)
                {
                    GUILayout.Label(editorMode == 0 ? (componentName == "" ?

"Choose a component" : "No prefabs use component " + componentName) : ("No prefabs have missing components!\nClick Search to check again")); } else { GUILayout.Label(editorMode == 0 ? ("The following prefabs use component " + componentName + ":") : ("The following prefabs have missing components:")); scroll = GUILayout.BeginScrollView(scroll); foreach (string s in listResult) { GUILayout.BeginHorizontal(); GUILayout.Label(s, GUILayout.Width(position.width / 2)); if (GUILayout.Button("Select", GUILayout.Width(position.width / 2 - 10))) { Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(s); } GUILayout.EndHorizontal(); } GUILayout.EndScrollView(); } } } else { showPrefabs = GUILayout.Toggle(showPrefabs, "Show prefab components"); if (showPrefabs) { GUILayout.Label("The following components are attatched to prefabs:"); DisplayResults(ref scroll1, ref prefabComponents); } showAdded = GUILayout.Toggle(showAdded, "Show AddComponent arguments"); if (showAdded) { GUILayout.Label("The following components are AddComponent arguments:"); DisplayResults(ref scroll2, ref addedComponents); } showScene = GUILayout.Toggle(showScene, "Show Scene-used components"); if (showScene) { GUILayout.Label("The following components are used by scene objects:"); DisplayResults(ref scroll3, ref sceneComponents); } showUnused = GUILayout.Toggle(showUnused, "Show Unused Components"); if (showUnused) { GUILayout.Label("The following components are not used by prefabs, by AddComponent, OR in any scene:"); DisplayResults(ref scroll4, ref notUsedComponents); } } } int SortAlphabetically(ComponentNames a, ComponentNames b) { return a.assetPath.CompareTo(b.assetPath); } GameObject[] GetAllObjectsInScene() { List<GameObject> objectsInScene = new List<GameObject>(); GameObject[] allGOs = (GameObject[])Resources.FindObjectsOfTypeAll(typeof(GameObject)); foreach (GameObject go in allGOs) { //if ( go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave ) // continue; string assetPath = AssetDatabase.GetAssetPath(go.transform.root.gameObject); if (!string.IsNullOrEmpty(assetPath)) continue; objectsInScene.Add(go); } return objectsInScene.ToArray(); } void DisplayResults(ref Vector2 scroller, ref List<ComponentNames> list) { if (list == null) return; scroller = GUILayout.BeginScrollView(scroller); foreach (ComponentNames c in list) { GUILayout.BeginHorizontal(); GUILayout.Label(c.assetPath, GUILayout.Width(position.width / 5 * 4)); if (GUILayout.Button("Select", GUILayout.Width(position.width / 5 - 30))) { Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(c.assetPath); } GUILayout.EndHorizontal(); if (c.usageSource.Count == 1) { GUILayout.Label(" In 1 Place: " + c.usageSource[0]); } if (c.usageSource.Count > 1) { GUILayout.Label(" In " + c.usageSource.Count + " Places: " + c.usageSource[0] + ", " + c.usageSource[1] + (c.usageSource.Count > 2 ? ", ..." : "")); } } GUILayout.EndScrollView(); } string NameFromPath(string s) { s = s.Substring(s.LastIndexOf(‘/‘) + 1); return s.Substring(0, s.Length - 3); } string GetNamespaceFromPath(string path) { foreach (ComponentNames c in existingComponents) { if (c.assetPath == path) { return c.namespaceName; } } return ""; } string GetPathFromNames(string space, string name) { ComponentNames test = new ComponentNames(name, space, ""); int index = existingComponents.IndexOf(test); if (index != -1) { return existingComponents[index].assetPath; } return ""; } public static string[] GetAllPrefabs() { string[] temp = AssetDatabase.GetAllAssetPaths(); List<string> result = new List<string>(); foreach (string s in temp) { if (s.Contains(".prefab")) result.Add(s); } return result.ToArray(); } }



??

解决Unity的 The file &#39;MemoryStream&#39; is corrupted! Remove it and launch 崩溃问题

标签:editor   .sh   uil   oar   dma   following   field   fuse   load   

原文地址:http://www.cnblogs.com/clnchanpin/p/6921159.html

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