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UnusedAssetsFinder.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>Tool used to find unused assets</summary>
public class UnusedAssetsFinder : EditorWindow
{
private const string RESULTS_KEY = nameof(UnusedAssetsFinder) + "_Results";
private const int MAX_FILE_SIZE = 100000;
private const string BUILD_SETTINGS_FLAG = "BuildSettings";
private const string ASSET_BUNDLE_FLAG = "(Asset bundle) ";
private const string GUID_FLAG = "guid:";
private const int RESULTS_PER_PAGE = 30;
private const int FILTER_WIDTH = 200;
private const int PREVIEW_WIDTH = 60;
private const float GREY_VALUE = 0.8f;
private const int TARGET_FPS = 30;
private const string RECOVERY_DIR = ".recovery";
private static readonly string[] UNITY_EXTENSIONS = new string[] {
// 3D model
".fbx", // 0
".mb",
".ma",
".max",
".jas",
".dae",
".dxf",
".obj",
".c4d",
".blend",
".lxo",
".mesh",
".3ds",
".skp", // 13
// Animation
".anim", // 14
".controller",
".overrideController",
".blendtree",
".animset",
".playable",
".state",
".statemachine",
".signal",
".transition", // 23
// Assembly
".asmdef", // 24
".asmref", // 25
// Audio
".ogg", // 26
".aif",
".aiff",
".flac",
".wav",
".mp3",
".mod",
".it",
".s3m",
".xm",
".mixer", // 36
// Avatar
".ht", // 37
".mask", // 38
// Build report
".buildreport", // 39
// Curves
".curves", // 40
".curvesNormalized", // 41
// Font
".fontsettings", // 42
".ttf",
".dfont",
".otf",
".ttc", // 46
// Independent hardware vendor
".astc", // 47
".dds",
".ktx",
".pvr", // 50
// Localization
".po", // 51
// Material
".mat" , // 52
".cubemap" ,
".physicMaterial" ,
".physicsMaterial2D" , // 55
// Plugin
".dll", // 56
".winmd",
".so",
".jar",
".java",
".kt",
".aar",
".suprx",
".prx",
".rpl",
".cpp",
".cc",
".c",
".h",
".jslib",
".jspre",
".bc",
".a",
".m",
".mm",
".swift",
".xib",
".bundle",
".dylib",
".config", // 80
// Prefab
".prefab", // 81
// Preset
".preset", // 82
// Scene
".rsp", // 83
".unity", // 84
// Script
".cs", // 85
// Scriptable object
".asset", // 86
// Shader
".compute", // 87
".raytrace",
".cginc",
".cg",
".glslinc",
".hlsl",
".shader",
".shadervariants",
".shadergraph",
".shadersubgraph", // 96
// Substance
".sbsar", // 97
// Colors
".colors", // 98
".gradients", // 99
// Terrain
".brush", // 100
".terrainlayer",
".spm",
".st", // 103
// Texture
".jpg", // 104
".jpeg",
".tif",
".tiff",
".tga",
".gif",
".png",
".psd",
".bmp",
".iff",
".pict",
".pic",
".pct",
".exr",
".hdr",
".renderTexture",
".texture2D",
".spriteatlas",
".webCamTexture", // 122
// GUI skin
".guiskin", // 123
// Video
".avi", // 124
".asf",
".wmv",
".mov",
".dv",
".mp4",
".m4v",
".mpg",
".mpeg",
".ogv",
".vp8",
".webm", // 135
// Visual effects
".flare", // 136
".giparams",
".vfx",
".vfxoperator",
".vfxblock",
".particleCurves",
".particleCurvesSigned",
".particleDoubleCurves",
".particleDoubleCurvesSigned",
".lighting" // 145
};
private static readonly int[] YAML_INDEXES = new int[] { 2, 5, 7, 9, 12, 14, 15, 18, 21, 22, 24 };
private static UnusedAssetsFinder _instance;
private static UnusedAssetsFinder Instance
{
get
{
if (_instance == null)
RefreshWindow();
return _instance;
}
}
private static string recoveryDir => Path.Combine(Application.dataPath, RECOVERY_DIR);
private enum AssetType
{
None,
_3D_model,
Animation,
Assembly,
Audio,
Avatar,
Build_report,
Curves,
Editor_tool,
Font,
Independent_hardware_vendor,
Localization,
Material,
Plugin,
Prefab,
Preset,
Scene,
Script,
Scriptable_object,
Shader,
Substance,
Colors,
Terrain,
Texture,
GUI_skin,
Video,
Visual_effect,
Text
}
private enum AnalysisStatus
{
Before,
Running_Sync,
Async_Asset_Indexing,
Async_Analysis,
Async_Ref_Analysis,
Results
}
private float pathWidth => Instance.minSize.x - 20;
private float labelWidth => pathWidth - FILTER_WIDTH - PREVIEW_WIDTH - 30;
private Color fadedColor => Color.white * GREY_VALUE;
private int maxPageIndex => Mathf.FloorToInt((float)selectedSortResults.Count / RESULTS_PER_PAGE);
// styles
private GUIStyle titleStyle;
private GUIStyle rightStyle;
private GUIStyle textStyle;
private GUIStyle buttonStyle;
private GUIStyle centerStyle;
// shared
private AnalysisResults results;
private Dictionary<string, string> resPathToGuid;
private Dictionary<string, List<string>> classToGuids;
private Dictionary<string, string> classToEditor;
private Dictionary<string, List<string>> guidToReferences;
private List<KeyValuePair<string, string>> selectedRefResults;
private List<KeyValuePair<string, string>> selectedSearchResults;
private List<KeyValuePair<string, string>> selectedSortResults;
private List<KeyValuePair<string, string>> selectedPageResults;
private Dictionary<string, bool> guidToFoldoutStatus;
private Dictionary<string, bool> guidToSelectedStatus;
private Vector2 scroll;
private AnalysisStatus status;
private int progressIndex;
private bool forceSearch;
private bool forceSort;
// async part
private bool cancelFlag;
private string[] asyncAssetPaths;
private List<KeyValuePair<string, List<string>>> asyncAssetBundles;
private int asyncMaxIndex;
private List<string> asyncAssetToValidate;
private bool _showReferencedAssets;
private bool ShowReferencedAssets
{
get => _showReferencedAssets;
set
{
_showReferencedAssets = value;
selectedRefResults = new List<KeyValuePair<string, string>>();
foreach (KeyValuePair<string, string> pair in results.guidToPath)
{
if (results.guidToRefStatus[pair.Key] == value)
selectedRefResults.Add(pair);
}
forceSearch = true;
Search = Search;
}
}
private string _search;
private string Search
{
get => _search;
set
{
if (!forceSearch && _search == value)
return;
selectedSearchResults = new List<KeyValuePair<string, string>>();
foreach (KeyValuePair<string, string> pair in selectedRefResults)
{
if (string.IsNullOrEmpty(value))
{
selectedSearchResults.Add(pair);
continue;
}
FileInfo info = new FileInfo(pair.Value);
if (info.Name.ToLower().Trim().Contains(value.ToLower().Trim()))
selectedSearchResults.Add(pair);
}
_search = value;
forceSearch = false;
forceSort = true;
SortType = SortType;
}
}
private int _sortType;
private int SortType
{
get => _sortType;
set
{
if (!forceSort && _sortType == value)
return;
selectedSortResults = new List<KeyValuePair<string, string>>();
foreach (KeyValuePair<string, string> pair in selectedSearchResults)
{
FileInfo info = new FileInfo(pair.Value);
if (info.Exists && (value == (int)AssetType.None || (int)GetAssetType(info) == value))
selectedSortResults.Add(pair);
}
_sortType = value;
forceSort = false;
PageIndex = 0;
}
}
private int _pageIndex;
private int PageIndex
{
get => _pageIndex;
set
{
_pageIndex = value;
selectedPageResults = new List<KeyValuePair<string, string>>();
guidToFoldoutStatus = new Dictionary<string, bool>();
int maxIndex = Mathf.Min((value + 1) * RESULTS_PER_PAGE, selectedSortResults.Count);
for (int i = value * RESULTS_PER_PAGE; i < maxIndex; i++)
{
selectedPageResults.Add(selectedSortResults[i]);
guidToFoldoutStatus.Add(selectedPageResults[^1].Key, false);
}
scroll = Vector2.zero;
}
}
private string[] _assetTypes;
private string[] AssetTypes
{
get
{
if (_assetTypes == null)
{
List<string> names = new List<string>();
foreach (AssetType type in Enum.GetValues(typeof(AssetType)))
names.Add(CleanAssetType(type));
_assetTypes = names.ToArray();
}
return _assetTypes;
}
}
// Main tool flow
[MenuItem("Tools/Unused Assets Finder")]
public static void ShowEditorWindow()
{
RefreshWindow();
// create recovery folder
if (!Directory.Exists(recoveryDir))
Directory.CreateDirectory(recoveryDir);
// add to .gitignore
string gitIgnorePath = Application.dataPath.Replace("Assets", ".gitignore");
if (File.Exists(gitIgnorePath))
{
List<string> lines = new List<string>(File.ReadAllLines(gitIgnorePath));
lines.Add("# Unused Assets Finder recovery folder");
lines.Add("/[Aa]ssets/.recovery");
lines.Add("");
File.WriteAllLines(gitIgnorePath, lines);
EditorUtility.DisplayDialog(
".gitignore updated",
"Your .gitignore file has been updated to not detect the recovery folder",
"Okay"
);
}
AssemblyReloadEvents.beforeAssemblyReload += CancelOperations;
if (PlayerPrefs.HasKey(RESULTS_KEY))
AskForLoading();
else
AskForProcess();
}
private static void AskForLoading()
{
string message = "Do you want to load the previous project analysis or start a new one ?";
if (EditorUtility.DisplayDialog("Loading", message, "Load last results", "Analyze project"))
LoadResults();
else
AskForProcess();
}
private static void LoadResults()
{
Instance.cancelFlag = false;
if (!PlayerPrefs.HasKey(RESULTS_KEY))
return;
Instance.results = JsonUtility.FromJson<AnalysisResults>(PlayerPrefs.GetString(RESULTS_KEY));
Instance.results.PostSerialization();
Instance.status = AnalysisStatus.Results;
Instance.ShowReferencedAssets = true;
GenerateSelectionDictionary();
}
private static void AskForProcess()
{
string message = "This tool can run in synchronous mode (editor will be blocked during the process, but it will take less time) or asynchronous mode (editor won't be locked but it will take longer).";
if (EditorUtility.DisplayDialog("Asset analysis", message, "Start sync", "Start async"))
{
SyncAssetsIndexing();
SyncAnalysis();
SyncRefAnalysis();
}
else
{
Instance.Show();
StartAsyncIndexing();
}
}
private static void StartAsyncIndexing()
{
Instance.cancelFlag = false;
Instance.results.guidToPath = new Dictionary<string, string>();
Instance.resPathToGuid = new Dictionary<string, string>();
Instance.classToGuids = new Dictionary<string, List<string>>();
Instance.classToEditor = new Dictionary<string, string>();
Instance.progressIndex = 0;
Instance.status = AnalysisStatus.Async_Asset_Indexing;
EditorApplication.update += AsyncAssetIndexing;
}
private static void SyncAssetsIndexing()
{
Instance.status = AnalysisStatus.Running_Sync;
Instance.results.guidToPath = new Dictionary<string, string>();
Instance.resPathToGuid = new Dictionary<string, string>();
Instance.classToGuids = new Dictionary<string, List<string>>();
Instance.classToEditor = new Dictionary<string, string>();
string[] paths = AssetDatabase.GetAllAssetPaths();
FileInfo file;
Instance.progressIndex = 0;
foreach (string path in paths)
{
file = new FileInfo(path);
if (IsProjectAsset(file))
{
string guid = GetAssetGUID(path);
Instance.results.guidToPath.Add(guid, path);
if (path.Contains("Resources"))
Instance.resPathToGuid.Add(path, guid);
if (GetAssetType(file) == AssetType.Script || GetAssetType(file) == AssetType.Editor_tool)
ExtractClassNames(guid, path);
}
EditorUtility.DisplayProgressBar(
"Step 1 : Indexing assets",
"Indexing project assets and GUIDs (" + Instance.progressIndex + "/" + paths.Length + ")",
(float)Instance.progressIndex / paths.Length
);
Instance.progressIndex++;
}
EditorUtility.ClearProgressBar();
}
private static void AsyncAssetIndexing()
{
if (CheckInterruption())
return;
long ticks = DateTime.Now.Ticks;
long maxTicks = ticks + (10000000 / TARGET_FPS);
if (Instance.asyncAssetPaths == null)
Instance.asyncAssetPaths = AssetDatabase.GetAllAssetPaths();
FileInfo file;
string path;
while (Instance.progressIndex < Instance.asyncAssetPaths.Length)
{
if (CheckInterruption())
return;
path = Instance.asyncAssetPaths[Instance.progressIndex];
file = new FileInfo(path);
if (IsProjectAsset(file))
{
string guid = GetAssetGUID(path);
Instance.results.guidToPath.Add(guid, path);
if (path.Contains("Resources"))
Instance.resPathToGuid.Add(path, guid);
if (GetAssetType(file) == AssetType.Script || GetAssetType(file) == AssetType.Editor_tool)
ExtractClassNames(guid, path);
}
Instance.progressIndex++;
// interruption
if (DateTime.Now.Ticks >= maxTicks)
return;
}
EditorApplication.update -= AsyncAssetIndexing;
Instance.status = AnalysisStatus.Async_Analysis;
Instance.guidToReferences = new Dictionary<string, List<string>>();
Instance.results.guidToSources = new Dictionary<string, List<string>>();
Instance.progressIndex = 0;
EditorApplication.update += AsyncAnalysis;
}
private static void SyncAnalysis()
{
Instance.guidToReferences = new Dictionary<string, List<string>>();
Instance.results.guidToSources = new Dictionary<string, List<string>>();
int maxIndex = Instance.results.guidToPath.Count;
Instance.progressIndex = 0;
foreach (KeyValuePair<string, string> asset in Instance.results.guidToPath)
{
ManageFile(asset.Value, asset.Key);
EditorUtility.DisplayProgressBar(
"Step 2 : Analyzing references",
"Analyzing project asset references (" + Instance.progressIndex + "/" + maxIndex + ")",
(float)Instance.progressIndex / maxIndex
);
Instance.progressIndex++;
}
EditorUtility.ClearProgressBar();
}
private static void AsyncAnalysis()
{
if (CheckInterruption())
return;
long ticks = DateTime.Now.Ticks;
long maxTicks = ticks + (10000000 / TARGET_FPS);
while (Instance.progressIndex < Instance.results.guidToPath.Count)
{
if (CheckInterruption())
return;
KeyValuePair<string, string> asset = Instance.results.guidToPath.ElementAt(Instance.progressIndex);
ManageFile(asset.Value, asset.Key);
Instance.progressIndex++;
// interruption
if (DateTime.Now.Ticks >= maxTicks)
return;
}
EditorApplication.update -= AsyncAnalysis;
Instance.status = AnalysisStatus.Async_Ref_Analysis;
Instance.results.guidToRefStatus = new Dictionary<string, bool>();
Instance.progressIndex = 0;
foreach (KeyValuePair<string, string> pair in Instance.results.guidToPath)
Instance.results.guidToRefStatus.Add(pair.Key, false);
EditorApplication.update += AsyncRefAnalysis;
}
private static void SyncRefAnalysis()
{
Instance.results.guidToRefStatus = new Dictionary<string, bool>();
foreach (KeyValuePair<string, string> pair in Instance.results.guidToPath)
Instance.results.guidToRefStatus.Add(pair.Key, false);
List<KeyValuePair<string, List<string>>> assetBundles = new List<KeyValuePair<string, List<string>>>(
Instance.guidToReferences.Where(item => item.Key.Contains(ASSET_BUNDLE_FLAG))
);
int maxIndex = SceneManager.sceneCount + assetBundles.Count;
Instance.progressIndex = 0;
List<string> assetsToValidate = new List<string>();
int index = 0;
// start with scenes
while (index < SceneManager.sceneCount)
{
string sceneGuid = GetAssetGUID(SceneManager.GetSceneAt(index).path);
assetsToValidate.Add(sceneGuid);
EditorUtility.DisplayProgressBar(
"Step 3 : Analyzing reference chains",
"Analyzing chains of references (" + Instance.progressIndex + "/" + maxIndex + ")",
(float)Instance.progressIndex / maxIndex
);
Instance.progressIndex++;
index++;
}
// add asset bundles
index = 0;
while (index < assetBundles.Count)
{
assetBundles[index].Value.ForEach(guid => assetsToValidate.Add(guid));
EditorUtility.DisplayProgressBar(
"Step 3 : Analyzing reference chains",
"Analyzing chains of references (" + Instance.progressIndex + "/" + maxIndex + ")",
(float)Instance.progressIndex / maxIndex
);
Instance.progressIndex++;
index++;
}
// start process
index = 0;
while (index < assetsToValidate.Count)
{
RegisterAssetRef(assetsToValidate, assetsToValidate[index]);
EditorUtility.DisplayProgressBar(
"Step 3 : Analyzing reference chains",
"Analyzing chains of references (" + Instance.progressIndex + "/" + (maxIndex + assetsToValidate.Count) + ")",
(float)Instance.progressIndex / (maxIndex + assetsToValidate.Count)
);
Instance.progressIndex++;
index++;
}
EditorUtility.ClearProgressBar();
Instance.status = AnalysisStatus.Results;
Instance.ShowReferencedAssets = true;
GenerateSelectionDictionary();
Instance.results.PreSerialization();
PlayerPrefs.SetString(RESULTS_KEY, JsonUtility.ToJson(Instance.results));
}
private static void AsyncRefAnalysis()
{
if (CheckInterruption())
return;
long ticks = DateTime.Now.Ticks;
long maxTicks = ticks + (10000000 / TARGET_FPS);
if (Instance.progressIndex == 0)
{
Instance.asyncAssetBundles = new List<KeyValuePair<string, List<string>>>(
Instance.guidToReferences.Where(item => item.Key.Contains(ASSET_BUNDLE_FLAG))
);
Instance.asyncMaxIndex = SceneManager.sceneCount + Instance.asyncAssetBundles.Count;
Instance.asyncAssetToValidate = new List<string>();
string sceneGuid;
int index = 0;
// start with scene
while (index < SceneManager.sceneCount)
{
sceneGuid = GetAssetGUID(SceneManager.GetSceneAt(Instance.progressIndex).path);
Instance.asyncAssetToValidate.Add(sceneGuid);
Instance.progressIndex++;
index++;
}
// add asset bundle
index = 0;
while (index < Instance.asyncAssetBundles.Count)
{
Instance.asyncAssetBundles[index].Value.ForEach(guid => Instance.asyncAssetToValidate.Add(guid));
Instance.progressIndex++;
index++;
}
}
if (CheckInterruption())
return;
string guid;
while (Instance.progressIndex - Instance.asyncMaxIndex < Instance.asyncAssetToValidate.Count)
{
if (CheckInterruption())
return;
guid = Instance.asyncAssetToValidate[Instance.progressIndex - Instance.asyncMaxIndex];
RegisterAssetRef(Instance.asyncAssetToValidate, guid);
Instance.progressIndex++;
// interruption
if (DateTime.Now.Ticks >= maxTicks)
return;
}
EditorApplication.update -= AsyncRefAnalysis;
Instance.status = AnalysisStatus.Results;
Instance.ShowReferencedAssets = true;
GenerateSelectionDictionary();
Instance.results.PreSerialization();
PlayerPrefs.SetString(RESULTS_KEY, JsonUtility.ToJson(Instance.results));
EditorUtility.DisplayDialog(
"Async analysis finished.",
"The async analysis of this project is finished.",
"Close"
);
}
private void OnGUI()
{
GenerateIfNeeded();
EditorGUILayout.LabelField("Unused assets finder", titleStyle);
EditorGUILayout.Space();
switch (status)
{
case AnalysisStatus.Before:
CenterDisplay(() =>
{
EditorGUILayout.HelpBox(
"The operations have been interrupted, likely because of an assembly reload.",
MessageType.Warning
);
});
GUIDivider();
CenterDisplay(() =>
{
if (PlayerPrefs.HasKey(RESULTS_KEY) && GUILayout.Button("Load last analysis"))
LoadResults();
EditorGUILayout.Space();
if (GUILayout.Button("Sync analysis"))
{
SyncAssetsIndexing();
SyncAnalysis();
SyncRefAnalysis();
}
EditorGUILayout.Space();
if (GUILayout.Button("Start async"))
StartAsyncIndexing();
});
break;
case AnalysisStatus.Async_Asset_Indexing:
AsyncLoadingBar(
"Step 1 : Indexing assets",
(float)progressIndex / asyncAssetPaths.Length
);
break;
case AnalysisStatus.Async_Analysis:
AsyncLoadingBar(
"Step 2 : Analyzing references",
(float)progressIndex / results.guidToPath.Count
);
break;
case AnalysisStatus.Async_Ref_Analysis:
AsyncLoadingBar(
"Step 3 : Analyzing reference chains",
(float)progressIndex / asyncMaxIndex
);
break;
case AnalysisStatus.Results:
CenterDisplay(() =>
{
if (PlayerPrefs.HasKey(RESULTS_KEY) && GUILayout.Button("Load last analysis"))
LoadResults();
EditorGUILayout.Space();
if (GUILayout.Button("Reload sync"))
{
SyncAssetsIndexing();
SyncAnalysis();
SyncRefAnalysis();
}
EditorGUILayout.Space();
if (GUILayout.Button("Reload async"))
StartAsyncIndexing();
});
GUIDivider();
DisplayResults();
break;
}
if (cancelFlag)
AssemblyReloadEvents.beforeAssemblyReload -= CancelOperations;
}
private void DisplayResults()
{
// Mode selection
CenterDisplay(() =>
{
Color color = ShowReferencedAssets ? Color.cyan : Color.white;
DisplayColored(() =>
{
if (GUILayout.Button("Referenced assets") && !ShowReferencedAssets)
ShowReferencedAssets = true;
}, color);
EditorGUILayout.Space();
color = ShowReferencedAssets ? Color.white : Color.cyan;
DisplayColored(() =>
{
if (GUILayout.Button("Unused assets") && ShowReferencedAssets)
ShowReferencedAssets = false;
}, color);
EditorGUILayout.Space();
SortType = EditorGUILayout.Popup(SortType, AssetTypes, GUILayout.Width(FILTER_WIDTH));
});
GUIDivider();
// Assets operations
CenterDisplay(() =>
{
EditorGUILayout.LabelField("Search : ", rightStyle, GUILayout.Width(65));
Search = EditorGUILayout.TextField(Search);
bool hasSelection = guidToSelectedStatus.Count(item => item.Value) > 0;
bool hasRestore = Directory.GetFiles(recoveryDir).Length + Directory.GetDirectories(recoveryDir).Length > 0;
if (hasSelection)
{
EditorGUILayout.Space();
DisplayColored(
() =>
{
if (GUILayout.Button("Remove assets"))
{
string message = "Are you sure you want to remove the selected " + guidToSelectedStatus.Count(item => item.Value) + " assets ?\n\nThe selected assests will be moved to a recovery folder instead of being deleted. They can be recovered with the \"Restore assets\" button.\n\nAssets in the recovery folder with the same name will be deleted.";
if (EditorUtility.DisplayDialog("Asset removal", message, "Yes", "No"))
MoveAssetsToRecovery();
}
},
Color.red
);
}
if (hasRestore)
{
EditorGUILayout.Space();
DisplayColored(
() =>
{
if (hasRestore && GUILayout.Button("Restore assets"))
{
string message = "Are you sure you want to recover all removed assets ?\nThis action will delete assets with the same name as recovered assets in the asset folder.";
if (EditorUtility.DisplayDialog("Asset recovery", message, "Yes", "No"))
RecoverAssets();
}
},
Color.yellow
);
}
});
EditorGUILayout.Space();
// Asset selection and titles
EditorGUILayout.BeginHorizontal(new GUIStyle(GUI.skin.box));
{
int selectionState = 0;
bool hasUnselected = false;
foreach (KeyValuePair<string, string> pair in selectedSortResults)
{
// need this to fix race condition
if (!guidToSelectedStatus.ContainsKey(pair.Key))
continue;
if (guidToSelectedStatus[pair.Key])
selectionState = 2;
else
hasUnselected = true;
}
if (selectionState == 2 && hasUnselected)
selectionState = 1;
EditorGUI.showMixedValue = selectionState == 1;
bool newState = EditorGUILayout.Toggle(selectionState == 2);
EditorGUI.showMixedValue = false;
if (selectedSortResults.Count != 0)