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The file 'MemoryStream' is corrupted! 的解决办法

时间:2015-03-29 16:22:00      阅读:250      评论:0      收藏:0      [点我收藏+]

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The file MemoryStream is corrupted! Remove it and launch unity again!
[Position out of bounds! 20 > 16]

有时候我们会遇到这个报错,然后整个U3D就崩溃了,原因是在于某些Prefabs的脚本引用丢失了,这个时候,只要把项目的所有丢失引用的Prefabs问题都解决了就OK了。

那么问题来了,有几万个Prefab也手动去解决吗,不!这里有个方便你检查丢失引用的脚本,用这个就可以检查出所有的丢失Prefab了,需要注意的是有一些被列举出来的Prefab虽然没有丢失引用,然后是它的子项目丢失引用了,这个脚本是无法把哪一个子game object指出来的,这个时候,迩只能把指定的丢失的prefab拖到U3D的Hierarchy下然后仔细把所有的丢失引用问题解决就好了。

如果一个丢失引用的Prefab迩拖到Hierarchy时它是不是显示是蓝色的,如果迩修复了所有的引用,点一下Apply看看是否变成蓝色,如果是的话那证明这个Prefab的所有丢失引用问题已经解决了。

  1 //Assets/Editor/SearchForComponents.cs
  2 using UnityEngine;
  3 using UnityEditor;
  4 using System.Collections;
  5 using System.Collections.Generic;
  6 
  7 public class SearchForComponents : EditorWindow {
  8     [MenuItem( "EDITORS/Search For Components" )]
  9     static void Init () {
 10         SearchForComponents window = (SearchForComponents) EditorWindow.GetWindow( typeof( SearchForComponents ) );
 11         window.Show();
 12         window.position = new Rect( 20, 80, 550, 500 );
 13     }
 14     
 15     string[] modes = new string[] { "Search for component usage", "Search for missing components" };
 16     string[] checkType = new string[] { "Check single component", "Check all components" };
 17     
 18     List<string> listResult;
 19     List<ComponentNames> prefabComponents,notUsedComponents, addedComponents, existingComponents, sceneComponents;
 20     int editorMode, selectedCheckType;
 21     MonoScript targetComponent;
 22     string componentName = "";
 23     
 24     bool showPrefabs, showAdded, showScene, showUnused = true;
 25     Vector2 scroll, scroll1, scroll2, scroll3, scroll4;
 26     
 27     class ComponentNames {
 28         public string componentName;
 29         public string namespaceName;
 30         public string assetPath;
 31         public List<string> usageSource;
 32         public ComponentNames ( string comp, string space, string path ) {
 33             this.componentName = comp;
 34             this.namespaceName = space;
 35             this.assetPath = path;
 36             this.usageSource = new List<string>();
 37         }
 38         public override bool Equals ( object obj ) {
 39             return ( (ComponentNames) obj ).componentName == componentName && ( (ComponentNames) obj ).namespaceName == namespaceName;
 40         }
 41         public override int GetHashCode () {
 42             return componentName.GetHashCode() + namespaceName.GetHashCode();
 43         }
 44     }
 45     
 46     void OnGUI () {
 47         GUILayout.Label(position+"");
 48         GUILayout.Space( 3 );
 49         int oldValue = GUI.skin.window.padding.bottom;
 50         GUI.skin.window.padding.bottom = -20;
 51         Rect windowRect = GUILayoutUtility.GetRect( 1, 17 );
 52         windowRect.x += 4;
 53         windowRect.width -= 7;
 54         editorMode = GUI.SelectionGrid( windowRect, editorMode, modes, 2, "Window" );
 55         GUI.skin.window.padding.bottom = oldValue;
 56         
 57         switch ( editorMode ) {
 58         case 0:
 59             selectedCheckType = GUILayout.SelectionGrid( selectedCheckType, checkType, 2, "Toggle" );
 60             GUI.enabled = selectedCheckType == 0;
 61             targetComponent = (MonoScript) EditorGUILayout.ObjectField( targetComponent, typeof( MonoScript ), false );
 62             GUI.enabled = true;
 63             
 64             if ( GUILayout.Button( "Check component usage" ) ) {
 65                 AssetDatabase.SaveAssets();
 66                 switch ( selectedCheckType ) {
 67                 case 0:
 68                     componentName = targetComponent.name;
 69                     string targetPath = AssetDatabase.GetAssetPath( targetComponent );
 70                     string[] allPrefabs = GetAllPrefabs();
 71                     listResult = new List<string>();
 72                     foreach ( string prefab in allPrefabs ) {
 73                         string[] single = new string[] { prefab };
 74                         string[] dependencies = AssetDatabase.GetDependencies( single );
 75                         foreach ( string dependedAsset in dependencies ) {
 76                             if ( dependedAsset == targetPath ) {
 77                                 listResult.Add( prefab );
 78                             }
 79                         }
 80                     }
 81                     break;
 82                 case 1:
 83                     List<string> scenesToLoad = new List<string>();
 84                     existingComponents = new List<ComponentNames>();
 85                     prefabComponents = new List<ComponentNames>();
 86                     notUsedComponents = new List<ComponentNames>();
 87                     addedComponents = new List<ComponentNames>();
 88                     sceneComponents = new List<ComponentNames>();
 89                     
 90                     if ( EditorApplication.SaveCurrentSceneIfUserWantsTo() ) {
 91                         string projectPath = Application.dataPath;
 92                         projectPath = projectPath.Substring( 0, projectPath.IndexOf( "Assets" ) );
 93                         
 94                         string[] allAssets = AssetDatabase.GetAllAssetPaths();
 95                         
 96                         foreach ( string asset in allAssets ) {
 97                             int indexCS = asset.IndexOf( ".cs" );
 98                             int indexJS = asset.IndexOf( ".js" );
 99                             if ( indexCS != -1 || indexJS != -1 ) {
100                                 ComponentNames newComponent = new ComponentNames( NameFromPath( asset ), "", asset );
101                                 try {
102                                     System.IO.FileStream FS = new System.IO.FileStream( projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite );
103                                     System.IO.StreamReader SR = new System.IO.StreamReader( FS );
104                                     string line;
105                                     while ( !SR.EndOfStream ) {
106                                         line = SR.ReadLine();
107                                         int index1 = line.IndexOf( "namespace" );
108                                         int index2 = line.IndexOf( "{" );
109                                         if ( index1 != -1 && index2 != -1 ) {
110                                             line = line.Substring( index1 + 9 );
111                                             index2 = line.IndexOf( "{" );
112                                             line = line.Substring( 0, index2 );
113                                             line = line.Replace( " ", "" );
114                                             newComponent.namespaceName = line;
115                                         }
116                                     }
117                                 } catch {
118                                 }
119                                 
120                                 existingComponents.Add( newComponent );
121                                 
122                                 try {
123                                     System.IO.FileStream FS = new System.IO.FileStream( projectPath + asset, System.IO.FileMode.Open, System.IO.FileAccess.Read, System.IO.FileShare.ReadWrite );
124                                     System.IO.StreamReader SR = new System.IO.StreamReader( FS );
125                                     
126                                     string line;
127                                     int lineNum = 0;
128                                     while ( !SR.EndOfStream ) {
129                                         lineNum++;
130                                         line = SR.ReadLine();
131                                         int index = line.IndexOf( "AddComponent" );
132                                         if ( index != -1 ) {
133                                             line = line.Substring( index + 12 );
134                                             if ( line[0] == ( ) {
135                                                 line = line.Substring( 1, line.IndexOf( ) ) - 1 );
136                                             } else if ( line[0] == < ) {
137                                                 line = line.Substring( 1, line.IndexOf( > ) - 1 );
138                                             } else {
139                                                 continue;
140                                             }
141                                             line = line.Replace( " ", "" );
142                                             line = line.Replace( "\"", "" );
143                                             index = line.LastIndexOf( . );
144                                             ComponentNames newComp;
145                                             if ( index == -1 ) {
146                                                 newComp = new ComponentNames( line, "", "" );
147                                             } else {
148                                                 newComp = new ComponentNames( line.Substring( index + 1, line.Length - ( index + 1 ) ), line.Substring( 0, index ), "" );
149                                             }
150                                             string pName = asset + ", Line " + lineNum;
151                                             newComp.usageSource.Add( pName );
152                                             index = addedComponents.IndexOf( newComp );
153                                             if ( index == -1 ) {
154                                                 addedComponents.Add( newComp );
155                                             } else {
156                                                 if ( !addedComponents[index].usageSource.Contains( pName ) ) addedComponents[index].usageSource.Add( pName );
157                                             }
158                                         }
159                                     }
160                                 } catch {
161                                 }
162                             }
163                             int indexPrefab = asset.IndexOf( ".prefab" );
164                             
165                             if ( indexPrefab != -1 ) {
166                                 string[] single = new string[] { asset };
167                                 string[] dependencies = AssetDatabase.GetDependencies( single );
168                                 foreach ( string dependedAsset in dependencies ) {
169                                     if ( dependedAsset.IndexOf( ".cs" ) != -1 || dependedAsset.IndexOf( ".js" ) != -1 ) {
170                                         ComponentNames newComponent = new ComponentNames( NameFromPath( dependedAsset ), GetNamespaceFromPath( dependedAsset ), dependedAsset );
171                                         int index = prefabComponents.IndexOf( newComponent );
172                                         if ( index == -1 ) {
173                                             newComponent.usageSource.Add( asset );
174                                             prefabComponents.Add( newComponent );
175                                         } else {
176                                             if ( !prefabComponents[index].usageSource.Contains( asset ) ) prefabComponents[index].usageSource.Add( asset );
177                                         }
178                                     }
179                                 }
180                             }
181                             int indexUnity = asset.IndexOf( ".unity" );
182                             if ( indexUnity != -1 ) {
183                                 scenesToLoad.Add( asset );
184                             }
185                         }
186                         
187                         for ( int i = addedComponents.Count - 1; i > -1; i-- ) {
188                             addedComponents[i].assetPath = GetPathFromNames( addedComponents[i].namespaceName, addedComponents[i].componentName );
189                             if ( addedComponents[i].assetPath == "" ) addedComponents.RemoveAt( i );
190                             
191                         }
192                         
193                         foreach ( string scene in scenesToLoad ) {
194                             EditorApplication.OpenScene( scene );
195                             GameObject[] sceneGOs = GetAllObjectsInScene();
196                             foreach ( GameObject g in sceneGOs ) {
197                                 Component[] comps = g.GetComponentsInChildren<Component>( true );
198                                 foreach ( Component c in comps ) {
199                                     
200                                     if ( c != null && c.GetType() != null && c.GetType().BaseType != null && c.GetType().BaseType == typeof( MonoBehaviour ) ) {
201                                         SerializedObject so = new SerializedObject( c );
202                                         SerializedProperty p = so.FindProperty( "m_Script" );
203                                         string path = AssetDatabase.GetAssetPath( p.objectReferenceValue );
204                                         ComponentNames newComp = new ComponentNames( NameFromPath( path ), GetNamespaceFromPath( path ), path );
205                                         newComp.usageSource.Add( scene );
206                                         int index = sceneComponents.IndexOf( newComp );
207                                         if ( index == -1 ) {
208                                             sceneComponents.Add( newComp );
209                                         } else {
210                                             if ( !sceneComponents[index].usageSource.Contains( scene ) ) sceneComponents[index].usageSource.Add( scene );
211                                         }
212                                     }
213                                 }
214                             }
215                         }
216                         
217                         foreach ( ComponentNames c in existingComponents ) {
218                             if ( addedComponents.Contains( c ) ) continue;
219                             if ( prefabComponents.Contains( c ) ) continue;
220                             if ( sceneComponents.Contains( c ) ) continue;
221                             notUsedComponents.Add( c );
222                         }
223                         
224                         addedComponents.Sort( SortAlphabetically );
225                         prefabComponents.Sort( SortAlphabetically );
226                         sceneComponents.Sort( SortAlphabetically );
227                         notUsedComponents.Sort( SortAlphabetically );
228                     }
229                     break;
230                 }
231             }
232             break;
233         case 1:
234             if ( GUILayout.Button( "Search!" ) ) {
235                 string[] allPrefabs = GetAllPrefabs();
236                 listResult = new List<string>();
237                 foreach ( string prefab in allPrefabs ) {
238                     UnityEngine.Object o = AssetDatabase.LoadMainAssetAtPath( prefab );
239                     GameObject go;
240                     try {
241                         go = (GameObject) o;
242                         Component[] components = go.GetComponentsInChildren<Component>( true );
243                         foreach ( Component c in components ) {
244                             if ( c == null ) {
245                                 listResult.Add( prefab );
246                             }
247                         }
248                     } catch {
249                         Debug.Log( "For some reason, prefab " + prefab + " won‘t cast to GameObject" );
250                     }
251                 }
252             }
253             break;
254         }
255         if ( editorMode == 1 || selectedCheckType == 0 ) {
256             if ( listResult != null ) {
257                 if ( listResult.Count == 0 ) {
258                     GUILayout.Label( editorMode == 0 ? ( componentName == "" ? "Choose a component" : "No prefabs use component " + componentName ) : ( "No prefabs have missing components!\nClick Search to check again" ) );
259                 } else {
260                     GUILayout.Label( editorMode == 0 ? ( "The following prefabs use component " + componentName + ":" ) : ( "The following prefabs have missing components:" ) );
261                     scroll = GUILayout.BeginScrollView( scroll );
262                     foreach ( string s in listResult ) {
263                         GUILayout.BeginHorizontal();
264                         GUILayout.Label( s, GUILayout.Width( position.width / 2 ) );
265                         if ( GUILayout.Button( "Select", GUILayout.Width( position.width / 2 - 10 ) ) ) {
266                             Selection.activeObject = AssetDatabase.LoadMainAssetAtPath( s );
267                         }
268                         GUILayout.EndHorizontal();
269                     }
270                     GUILayout.EndScrollView();
271                 }
272             }
273         } else {
274             showPrefabs = GUILayout.Toggle( showPrefabs, "Show prefab components" );
275             if ( showPrefabs ) {
276                 GUILayout.Label( "The following components are attatched to prefabs:" );
277                 DisplayResults( ref scroll1, ref prefabComponents );
278             }
279             showAdded = GUILayout.Toggle( showAdded, "Show AddComponent arguments" );
280             if ( showAdded ) {
281                 GUILayout.Label( "The following components are AddComponent arguments:" );
282                 DisplayResults( ref scroll2, ref addedComponents );
283             }
284             showScene = GUILayout.Toggle( showScene, "Show Scene-used components" );
285             if ( showScene ) {
286                 GUILayout.Label( "The following components are used by scene objects:" );
287                 DisplayResults( ref scroll3, ref sceneComponents );
288             }
289             showUnused = GUILayout.Toggle( showUnused, "Show Unused Components" );
290             if ( showUnused ) {
291                 GUILayout.Label( "The following components are not used by prefabs, by AddComponent, OR in any scene:" );
292                 DisplayResults( ref scroll4, ref notUsedComponents );
293             }
294         }
295     }
296     
297     int SortAlphabetically ( ComponentNames a, ComponentNames b ) {
298         return a.assetPath.CompareTo( b.assetPath );
299     }
300     
301     GameObject[] GetAllObjectsInScene () {
302         List<GameObject> objectsInScene = new List<GameObject>();
303         GameObject[] allGOs = (GameObject[]) Resources.FindObjectsOfTypeAll( typeof( GameObject ) );
304         foreach ( GameObject go in allGOs ) {
305             //if ( go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave )
306             //    continue;
307             
308             string assetPath = AssetDatabase.GetAssetPath( go.transform.root.gameObject );
309             if ( !string.IsNullOrEmpty( assetPath ) )
310                 continue;
311             
312             objectsInScene.Add( go );
313         }
314         
315         return objectsInScene.ToArray();
316     }
317     
318     void DisplayResults ( ref Vector2 scroller, ref List<ComponentNames> list ) {
319         if ( list == null ) return;
320         scroller = GUILayout.BeginScrollView( scroller );
321         foreach ( ComponentNames c in list ) {
322             GUILayout.BeginHorizontal();
323             GUILayout.Label( c.assetPath, GUILayout.Width( position.width / 5 *4 ) );
324             if ( GUILayout.Button( "Select", GUILayout.Width( position.width / 5 - 30 ) ) ) {
325                 Selection.activeObject = AssetDatabase.LoadMainAssetAtPath( c.assetPath );
326             }
327             GUILayout.EndHorizontal();
328             if ( c.usageSource.Count == 1 ) {
329                 GUILayout.Label( "   In 1 Place: " + c.usageSource[0] );
330             }
331             if ( c.usageSource.Count > 1 ) {
332                 GUILayout.Label( "   In " + c.usageSource.Count + " Places: " + c.usageSource[0] + ", " + c.usageSource[1] + ( c.usageSource.Count > 2 ? ", ..." : "" ) );
333             }
334         }
335         GUILayout.EndScrollView();
336         
337     }
338     
339     string NameFromPath ( string s ) {
340         s = s.Substring( s.LastIndexOf( / ) + 1 );
341         return s.Substring( 0, s.Length - 3 );
342     }
343     
344     string GetNamespaceFromPath ( string path ) {
345         foreach ( ComponentNames c in existingComponents ) {
346             if ( c.assetPath == path ) {
347                 return c.namespaceName;
348             }
349         }
350         return "";
351     }
352     
353     string GetPathFromNames ( string space, string name ) {
354         ComponentNames test = new ComponentNames( name, space, "" );
355         int index = existingComponents.IndexOf( test );
356         if ( index != -1 ) {
357             return existingComponents[index].assetPath;
358         }
359         return "";
360     }
361     
362     public static string[] GetAllPrefabs () {
363         string[] temp = AssetDatabase.GetAllAssetPaths();
364         List<string> result = new List<string>();
365         foreach ( string s in temp ) {
366             if ( s.Contains( ".prefab" ) ) result.Add( s );
367         }
368         return result.ToArray();
369     }
370 }

 

 

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

The file 'MemoryStream' is corrupted! 的解决办法

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原文地址:http://www.cnblogs.com/klobohyz/p/4375766.html

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