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AssetReferenceAnalyzer.cs
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794 lines (665 loc) · 30.1 KB
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Editor.AssetReferenceAnalyzer
{
public class AssetReferenceAnalyzer : EditorWindow
{
private Vector2 _scrollPosition;
private readonly List<string> _unreferencedAssets = new();
private string _selectedFolderPath;
private bool _isAnalyzing;
private bool _shouldCancelAnalysis;
private float _analysisProgress;
private string _currentAnalysisStep = "";
private int _totalAssetsToAnalyze;
private int _processedAssets;
private bool _hasAnalyzed;
// Enhanced reference detection options
private bool _checkScenes = true;
private bool _checkPrefabs = true;
private bool _checkScriptableObjects = true;
private bool _checkAnimations = true;
private bool _checkCodeReferences = true;
private bool _checkResourcesFolders = true;
private bool _checkAddressables = true;
// For coroutine-like behavior
private IEnumerator<bool> _analysisCoroutine;
[MenuItem("Window/Asset Reference Analyzer")]
private static void OpenWindow()
{
GetWindow<AssetReferenceAnalyzer>("Asset Reference Analyzer");
}
[MenuItem("Assets/Analyze References in Folder", false, 21)]
private static void AnalyzeFolder()
{
var window = GetWindow<AssetReferenceAnalyzer>("Asset Reference Analyzer");
// Get the selected folder path
var selectedPath = GetSelectedFolderPath();
window._selectedFolderPath = selectedPath;
window.Show();
Debug.Log($"Asset Reference Analyzer opened with folder: {selectedPath}");
}
[MenuItem("Assets/Analyze References in Folder", true)]
private static bool ValidateAnalyzeFolder()
{
return GetSelectedFolderPath() != null;
}
private static string GetSelectedFolderPath()
{
// Check if we have a selected object
if (Selection.activeObject != null)
{
var selectedPath = AssetDatabase.GetAssetPath(Selection.activeObject);
// If it's already a folder, use it directly
if (AssetDatabase.IsValidFolder(selectedPath))
{
return selectedPath;
}
// If it's a file, get its parent folder
if (!string.IsNullOrEmpty(selectedPath))
{
var parentFolder = Path.GetDirectoryName(selectedPath)?.Replace('\\', '/');
if (AssetDatabase.IsValidFolder(parentFolder))
{
return parentFolder;
}
}
}
// Check if we right-clicked in the Project window on a folder
var selectedGUIDs = Selection.assetGUIDs;
if (selectedGUIDs.Length > 0)
{
foreach (var guid in selectedGUIDs)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
if (AssetDatabase.IsValidFolder(path))
{
return path;
}
}
}
// Try to get the current folder from the Project window
var projectWindowUtilType = typeof(ProjectWindowUtil);
var getActiveFolderPath = projectWindowUtilType.GetMethod("GetActiveFolderPath", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
if (getActiveFolderPath != null)
{
var activeFolderPath = (string)getActiveFolderPath.Invoke(null, null);
if (!string.IsNullOrEmpty(activeFolderPath) && AssetDatabase.IsValidFolder(activeFolderPath))
{
return activeFolderPath;
}
}
return "Assets";
}
private void OnGUI()
{
// Only update analysis during Layout events to avoid GUI layout issues
if (Event.current.type == EventType.Layout && _isAnalyzing)
{
UpdateAnalysis();
}
DrawGUI();
}
private void DrawGUI()
{
// Header
EditorGUILayout.BeginVertical("box");
GUILayout.Label("Asset Reference Analyzer", EditorStyles.boldLabel);
GUILayout.Label("Enhanced reference detection for comprehensive cleanup", EditorStyles.miniLabel);
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Folder selection section
EditorGUILayout.BeginVertical("box");
GUILayout.Label("Folder Selection", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Folder:", GUILayout.Width(50));
GUI.enabled = !_isAnalyzing;
_selectedFolderPath = EditorGUILayout.TextField(_selectedFolderPath ?? "");
if (GUILayout.Button("Browse", GUILayout.Width(60)))
{
var absolutePath = EditorUtility.OpenFolderPanel("Select Folder", Application.dataPath, "");
if (!string.IsNullOrEmpty(absolutePath))
{
_selectedFolderPath = ConvertToRelativePath(absolutePath);
}
}
if (GUILayout.Button("Current", GUILayout.Width(60)))
{
var currentPath = GetSelectedFolderPath();
if (!string.IsNullOrEmpty(currentPath))
{
_selectedFolderPath = currentPath;
}
}
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
// Show current folder info
if (!string.IsNullOrEmpty(_selectedFolderPath))
{
if (AssetDatabase.IsValidFolder(_selectedFolderPath))
{
EditorGUILayout.HelpBox($"Will analyze: {_selectedFolderPath}", MessageType.Info);
}
else
{
EditorGUILayout.HelpBox($"Invalid folder: {_selectedFolderPath}", MessageType.Warning);
}
}
else
{
EditorGUILayout.HelpBox("Please select a folder to analyze", MessageType.Info);
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Enhanced Detection Options
EditorGUILayout.BeginVertical("box");
GUILayout.Label("Detection Options", EditorStyles.boldLabel);
GUI.enabled = !_isAnalyzing;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.BeginVertical();
_checkScenes = EditorGUILayout.ToggleLeft("Check Scenes", _checkScenes);
_checkPrefabs = EditorGUILayout.ToggleLeft("Check Prefabs", _checkPrefabs);
_checkScriptableObjects = EditorGUILayout.ToggleLeft("Check ScriptableObjects", _checkScriptableObjects);
_checkAnimations = EditorGUILayout.ToggleLeft("Check Animations", _checkAnimations);
EditorGUILayout.EndVertical();
EditorGUILayout.BeginVertical();
_checkCodeReferences = EditorGUILayout.ToggleLeft("Check Code References", _checkCodeReferences);
_checkResourcesFolders = EditorGUILayout.ToggleLeft("Check Resources Folders", _checkResourcesFolders);
_checkAddressables = EditorGUILayout.ToggleLeft("Check Addressables", _checkAddressables);
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
if (GUILayout.Button("Select All"))
{
_checkScenes = _checkPrefabs = _checkScriptableObjects = _checkAnimations =
_checkCodeReferences = _checkResourcesFolders = _checkAddressables = true;
}
GUI.enabled = true;
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Analysis section
EditorGUILayout.BeginVertical("box");
GUILayout.Label("Analysis", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
GUI.enabled = !_isAnalyzing && !string.IsNullOrEmpty(_selectedFolderPath) && AssetDatabase.IsValidFolder(_selectedFolderPath);
if (GUILayout.Button("Analyze References", GUILayout.Height(25)))
{
StartAnalysis();
}
GUI.enabled = true;
// Cancel button
GUI.enabled = _isAnalyzing;
GUI.backgroundColor = Color.red;
if (GUILayout.Button("Cancel", GUILayout.Width(80), GUILayout.Height(25)))
{
CancelAnalysis();
}
GUI.backgroundColor = Color.white;
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
// Progress section - always consistent
EditorGUILayout.Space();
var statusText = _isAnalyzing ? _currentAnalysisStep : "Ready";
var progressText = _isAnalyzing ? $"{_processedAssets}/{_totalAssetsToAnalyze} assets" : "";
EditorGUILayout.LabelField("Status:", statusText);
EditorGUILayout.LabelField("Progress:", progressText);
var progressRect = EditorGUILayout.GetControlRect(false, 20);
if (_isAnalyzing)
{
EditorGUI.ProgressBar(progressRect, _analysisProgress, $"{(_analysisProgress * 100):F1}%");
}
else
{
EditorGUI.ProgressBar(progressRect, 0f, "");
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Results section - always consistent structure
EditorGUILayout.BeginVertical("box");
// Header section - always present
EditorGUILayout.BeginHorizontal();
if (_unreferencedAssets.Count > 0)
{
GUILayout.Label($"Unreferenced Assets ({_unreferencedAssets.Count})", EditorStyles.boldLabel);
}
else if (_hasAnalyzed && !_isAnalyzing)
{
GUILayout.Label("✓ No unreferenced assets found!", EditorStyles.boldLabel);
}
else
{
GUILayout.Label("Results", EditorStyles.boldLabel);
}
GUILayout.FlexibleSpace();
// Delete All button - always present but conditionally enabled
GUI.enabled = !_isAnalyzing && _unreferencedAssets.Count > 0;
GUI.backgroundColor = _unreferencedAssets.Count > 0 ? Color.red : Color.white;
if (GUILayout.Button("Delete All", GUILayout.Width(80)))
{
if (EditorUtility.DisplayDialog("Delete All Unreferenced Assets",
$"Are you sure you want to delete all {_unreferencedAssets.Count} unreferenced assets?\n\nThis action cannot be undone!",
"Delete All", "Cancel"))
{
DeleteAllUnreferencedAssets();
}
}
GUI.backgroundColor = Color.white;
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Scroll view - always present with a consistent structure
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition, "box", GUILayout.ExpandHeight(true));
if (_unreferencedAssets.Count > 0)
{
DrawAssetList();
}
else if (_hasAnalyzed && !_isAnalyzing)
{
EditorGUILayout.LabelField("All assets in the selected folder are referenced!", EditorStyles.centeredGreyMiniLabel);
}
else
{
EditorGUILayout.LabelField("Results will appear here after analysis", EditorStyles.centeredGreyMiniLabel);
}
EditorGUILayout.EndScrollView();
EditorGUILayout.EndVertical();
}
private void DrawAssetList()
{
var assetsToDisplay = new List<string>(_unreferencedAssets);
for (var i = 0; i < assetsToDisplay.Count; i++)
{
var asset = assetsToDisplay[i];
// Alternate row colors
GUI.backgroundColor = i % 2 == 0 ? new Color(0.8f, 0.8f, 0.8f, 0.3f) : Color.white;
EditorGUILayout.BeginHorizontal("box");
GUI.backgroundColor = Color.white;
// Asset icon and name
var obj = AssetDatabase.LoadAssetAtPath<Object>(asset);
Texture2D icon = null;
if (obj != null)
{
icon = AssetPreview.GetMiniThumbnail(obj);
}
if (icon != null)
{
GUILayout.Label(icon, GUILayout.Width(16), GUILayout.Height(16));
}
else
{
GUILayout.Space(16);
}
EditorGUILayout.LabelField(asset, GUILayout.ExpandWidth(true));
// Buttons - always present but conditionally enabled
GUI.enabled = !_isAnalyzing;
if (GUILayout.Button("Select", GUILayout.Width(60)))
{
if (obj != null)
{
Selection.activeObject = obj;
EditorGUIUtility.PingObject(obj);
}
}
GUI.backgroundColor = Color.red;
if (GUILayout.Button("Delete", GUILayout.Width(60)))
{
if (EditorUtility.DisplayDialog("Delete Asset",
$"Are you sure you want to delete:\n{asset}\n\nThis action cannot be undone!",
"Delete", "Cancel"))
{
DeleteAsset(asset);
}
}
GUI.backgroundColor = Color.white;
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
}
}
private void StartAnalysis()
{
_isAnalyzing = true;
_shouldCancelAnalysis = false;
_unreferencedAssets.Clear();
_analysisProgress = 0f;
_processedAssets = 0;
_totalAssetsToAnalyze = 0;
_hasAnalyzed = false;
_currentAnalysisStep = "Initializing enhanced analysis...";
// Start the analysis coroutine
_analysisCoroutine = AnalyzeFolderReferences();
}
private void CancelAnalysis()
{
_shouldCancelAnalysis = true;
_isAnalyzing = false;
_analysisCoroutine = null;
_currentAnalysisStep = "Analysis cancelled";
Debug.Log("Analysis cancelled by user");
}
private void UpdateAnalysis()
{
if (_analysisCoroutine != null && !_shouldCancelAnalysis)
{
// Process a few items per frame to keep the UI responsive
var itemsPerFrame = 3;
for (var i = 0; i < itemsPerFrame; i++)
{
if (!_analysisCoroutine.MoveNext())
{
// Analysis completed
_isAnalyzing = false;
_analysisCoroutine = null;
_hasAnalyzed = true;
_currentAnalysisStep = $"Complete! Found {_unreferencedAssets.Count} unreferenced assets";
Debug.Log($"Enhanced analysis complete. Found {_unreferencedAssets.Count} unreferenced assets out of {_totalAssetsToAnalyze} total assets.");
break;
}
if (_shouldCancelAnalysis)
{
CancelAnalysis();
break;
}
}
}
// Only trigger repaint if we're still analyzing
if (_isAnalyzing)
{
Repaint();
}
}
private void DeleteAsset(string assetPath)
{
try
{
if (AssetDatabase.DeleteAsset(assetPath))
{
Debug.Log($"Deleted: {assetPath}");
_unreferencedAssets.Remove(assetPath);
}
else
{
Debug.LogError($"Failed to delete: {assetPath}");
}
}
catch (System.Exception e)
{
Debug.LogError($"Error deleting {assetPath}: {e.Message}");
}
}
private void DeleteAllUnreferencedAssets()
{
var deletedCount = 0;
var totalCount = _unreferencedAssets.Count;
var assetsToDelete = new List<string>(_unreferencedAssets);
foreach (var asset in assetsToDelete)
{
if (EditorUtility.DisplayCancelableProgressBar("Deleting Assets",
$"Deleting {deletedCount + 1}/{totalCount}: {Path.GetFileName(asset)}",
(float)deletedCount / totalCount))
{
break;
}
try
{
if (AssetDatabase.DeleteAsset(asset))
{
Debug.Log($"Deleted: {asset}");
_unreferencedAssets.Remove(asset);
deletedCount++;
}
else
{
Debug.LogError($"Failed to delete: {asset}");
}
}
catch (System.Exception e)
{
Debug.LogError($"Error deleting {asset}: {e.Message}");
}
}
EditorUtility.ClearProgressBar();
Debug.Log($"Batch deletion complete. Deleted {deletedCount} out of {totalCount} assets.");
AssetDatabase.Refresh();
}
private string ConvertToRelativePath(string absolutePath)
{
var assetsPath = Application.dataPath;
if (absolutePath.StartsWith(assetsPath))
{
var relativePath = "Assets" + absolutePath.Substring(assetsPath.Length);
relativePath = relativePath.Replace('\\', '/');
return relativePath;
}
Debug.LogError("Selected folder must be within the Assets directory");
return "";
}
private IEnumerator<bool> AnalyzeFolderReferences()
{
if (string.IsNullOrEmpty(_selectedFolderPath) || !AssetDatabase.IsValidFolder(_selectedFolderPath))
{
yield break;
}
_currentAnalysisStep = "Finding assets...";
yield return true;
var guids = AssetDatabase.FindAssets("", new[] { _selectedFolderPath });
// Count non-folder assets
foreach (var guid in guids)
{
if (_shouldCancelAnalysis) yield break;
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (!AssetDatabase.IsValidFolder(assetPath))
{
_totalAssetsToAnalyze++;
}
}
if (_totalAssetsToAnalyze == 0)
{
_currentAnalysisStep = "No assets found";
yield break;
}
_currentAnalysisStep = "Analyzing references...";
yield return true;
// Analyze each asset
foreach (var guid in guids)
{
if (_shouldCancelAnalysis) yield break;
var assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (AssetDatabase.IsValidFolder(assetPath))
continue;
_processedAssets++;
_analysisProgress = (float)_processedAssets / _totalAssetsToAnalyze;
_currentAnalysisStep = $"Checking: {Path.GetFileName(assetPath)}";
if (!HasReferencesEnhanced(assetPath))
{
_unreferencedAssets.Add(assetPath);
}
yield return true;
}
}
private bool HasReferencesEnhanced(string assetPath)
{
if (_shouldCancelAnalysis) return false;
// 1. Check standard asset dependencies (original method)
if (HasStandardReferences(assetPath))
return true;
// 2. Check scene references
if (_checkScenes && HasSceneReferences(assetPath))
return true;
// 3. Check prefab references
if (_checkPrefabs && HasPrefabReferences(assetPath))
return true;
// 4. Check ScriptableObject references
if (_checkScriptableObjects && HasScriptableObjectReferences(assetPath))
return true;
// 5. Check animation references
if (_checkAnimations && HasAnimationReferences(assetPath))
return true;
// 6. Check code references
if (_checkCodeReferences && HasCodeReferences(assetPath))
return true;
// 7. Check Resources folder references
if (_checkResourcesFolders && IsInResourcesFolder(assetPath))
return true;
// 8. Check Addressables
if (_checkAddressables && HasAddressableReferences(assetPath))
return true;
return false;
}
private bool HasStandardReferences(string assetPath)
{
var allAssets = AssetDatabase.GetAllAssetPaths()
.Where(path => path.StartsWith("Assets/") && !AssetDatabase.IsValidFolder(path))
.ToArray();
foreach (var path in allAssets)
{
if (_shouldCancelAnalysis) return false;
if (path == assetPath) continue;
var dependencies = AssetDatabase.GetDependencies(path, false);
if (dependencies.Contains(assetPath))
{
return true;
}
}
return false;
}
private bool HasSceneReferences(string assetPath)
{
// Check all scenes in the project
var sceneGUIDs = AssetDatabase.FindAssets("t:Scene");
foreach (var sceneGuid in sceneGUIDs)
{
if (_shouldCancelAnalysis) return false;
var scenePath = AssetDatabase.GUIDToAssetPath(sceneGuid);
// Check scene dependencies
var dependencies = AssetDatabase.GetDependencies(scenePath, false);
if (dependencies.Contains(assetPath))
{
return true;
}
}
return false;
}
private bool HasPrefabReferences(string assetPath)
{
// Check all prefabs in the project
var prefabGUIDs = AssetDatabase.FindAssets("t:Prefab");
foreach (var prefabGuid in prefabGUIDs)
{
if (_shouldCancelAnalysis) return false;
var prefabPath = AssetDatabase.GUIDToAssetPath(prefabGuid);
// Check prefab dependencies
var dependencies = AssetDatabase.GetDependencies(prefabPath, false);
if (dependencies.Contains(assetPath))
{
return true;
}
}
return false;
}
private bool HasScriptableObjectReferences(string assetPath)
{
// Check all ScriptableObjects in the project
var soGUIDs = AssetDatabase.FindAssets("t:ScriptableObject");
foreach (var soGuid in soGUIDs)
{
if (_shouldCancelAnalysis) return false;
var soPath = AssetDatabase.GUIDToAssetPath(soGuid);
// Check ScriptableObject dependencies
var dependencies = AssetDatabase.GetDependencies(soPath, false);
if (dependencies.Contains(assetPath))
{
return true;
}
}
return false;
}
private bool HasAnimationReferences(string assetPath)
{
// Check animation clips and controllers
var animGUIDs = AssetDatabase.FindAssets("t:AnimationClip t:AnimatorController");
foreach (var animGuid in animGUIDs)
{
if (_shouldCancelAnalysis) return false;
var animPath = AssetDatabase.GUIDToAssetPath(animGuid);
// Check animation dependencies
var dependencies = AssetDatabase.GetDependencies(animPath, false);
if (dependencies.Contains(assetPath))
{
return true;
}
}
return false;
}
private bool HasCodeReferences(string assetPath)
{
// Search for asset references in code files
var codeFiles = Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories);
var assetName = Path.GetFileNameWithoutExtension(assetPath);
var assetGuid = AssetDatabase.AssetPathToGUID(assetPath);
foreach (var codeFile in codeFiles)
{
if (_shouldCancelAnalysis) return false;
try
{
var content = File.ReadAllText(codeFile);
// Check for common reference patterns
if (content.Contains($"\"{assetName}\"") ||
content.Contains($"'{assetName}'") ||
content.Contains($"Resources.Load") && content.Contains(assetName) ||
content.Contains($"AssetDatabase.LoadAssetAtPath") && content.Contains(assetPath) ||
content.Contains(assetGuid))
{
return true;
}
}
catch (System.Exception e)
{
Debug.LogWarning($"Could not read code file {codeFile}: {e.Message}");
}
}
return false;
}
private bool IsInResourcesFolder(string assetPath)
{
// Assets in Resources folders are loaded at runtime
return assetPath.Contains("/Resources/");
}
private bool HasAddressableReferences(string assetPath)
{
// Check if the asset is marked as Addressable
var guid = AssetDatabase.AssetPathToGUID(assetPath);
// Try to check an Addressables system (if available)
try
{
var addressableAssetSettingsType = System.Type.GetType("UnityEditor.AddressableAssets.Settings.AddressableAssetSettings, Unity.Addressables.Editor");
if (addressableAssetSettingsType != null)
{
var defaultSettingsProperty = addressableAssetSettingsType.GetProperty("DefaultObject", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public);
if (defaultSettingsProperty != null)
{
var defaultSettings = defaultSettingsProperty.GetValue(null);
if (defaultSettings != null)
{
var findAssetEntryMethod = addressableAssetSettingsType.GetMethod("FindAssetEntry", new[] { typeof(string) });
if (findAssetEntryMethod != null)
{
var entry = findAssetEntryMethod.Invoke(defaultSettings, new object[] { guid });
if (entry != null)
{
return true; // Asset is addressable
}
}
}
}
}
}
catch
{
// Addressables not available or error accessing
}
return false;
}
}
}