0


关于修复预制体上UnityEngine.UI引用丢失的一种思路

在开发项目过程中,如果出现了Unity版本变化,有可能会导致一些预制体上的UI组件丢失,特别是大量UI脚本,明明一看就知道这个是Text组件,但是一个大大的missing出现在预制体上,让人产生了莫名的恐慌。

一、根据.prefab文件信息,分析引用的UGUI脚本信息

我们如果此时打开.prefab文件查看,大概可以看到如下信息(ForceText设置可以使得.prefab的显示内容以文本展示而非二进制格式)。

很多高手对.prefab文件内容并不陌生,但是为了接下来的展开还是解释一下内容,从每个大节点开始讲解(节选部分重要内容):

1.GameObject

--- !u!1 &165095463815504087
GameObject:
  m_ObjectHideFlags: 0
  m_CorrespondingSourceObject: {fileID: 0}
  m_PrefabInstance: {fileID: 0}
  m_PrefabAsset: {fileID: 0}
  serializedVersion: 6
  m_Component:
  - component: {fileID: 4433197073301798445}
  - component: {fileID: 5990753843237649034}
  - component: {fileID: 5075137301801018474}
  m_Layer: 5
  m_Name: Streak
  m_TagString: Untagged
  m_Icon: {fileID: 0}
  m_NavMeshLayer: 0
  m_StaticEditorFlags: 0
  m_IsActive: 1

--- !u!1 &165095463815504087: 此行表示该配置块(往后一块内容都简称为配置块)在此文件中的私有fileID;

GameObject: 表示一个预制体中的GameObject节点,如果一个预制体由多个GameObject组成,这块仅表示其中一个;

m_Component: 表示该GameObject所引用的私有fileID

m_Name: 顾名思义,这个GameObject的名称,可以在Hierarchy面板中很轻松找到名字,同时也可以方便在后续其他配置块中找到自身所属的GameObject;

2.RectTransform、CanvasRenderer

内容略去,该部分一般不会丢失,因为他不隶属于UnityEngine.UI,同时名字可以直接看到

3.MonoBehaviour

--- !u!114 &5075137301801018474
MonoBehaviour:
  m_ObjectHideFlags: 0
  m_CorrespondingSourceObject: {fileID: 0}
  m_PrefabInstance: {fileID: 0}
  m_PrefabAsset: {fileID: 0}
  m_GameObject: {fileID: 165095463815504087}
  m_Enabled: 1
  m_EditorHideFlags: 0
  m_Script: {fileID: 11500000, guid: d6072c12dfea5c74897ce48533ec3f2a, type: 3}
  m_Name: 
  m_EditorClassIdentifier: 
  m_Material: {fileID: 0}
  m_Color: {r: 1, g: 1, b: 1, a: 1}
  m_RaycastTarget: 1
  m_OnCullStateChanged:
    m_PersistentCalls:
      m_Calls: []
  m_Sprite: {fileID: 0}
  m_Type: 0
  m_PreserveAspect: 0
  m_FillCenter: 1
  m_FillMethod: 4
  m_FillAmount: 1
  m_FillClockwise: 1
  m_FillOrigin: 0
  m_UseSpriteMesh: 0

敲黑板,该块表示引用了一个MonoBehavior脚本,有可能是自定义的,也有可能是其他继承自Component的脚本,这是我们解析出一个脚本是自定义脚本还是UI脚本的关键;

m_GameObject: {fileID: 165095463815504087} ,表示该脚本所属的GameObject,根据fileID向文件内索引,对应上文中的--- !u!1 &165095463815504087,所以是Streak上挂载的一个脚本

m_Script: {fileID: 11500000, guid: d6072c12dfea5c74897ce48533ec3f2a, type: 3},表示该脚本的引用信息,fileID表示所属的文件ID,如果是自定义脚本,通常都是11500000(但有例外,我所使用的Unity2019中,UnityEngine.UI中的也是11500000),如果是dll集,则表示dll中某个具体类的引用,guid则表示他在Unity中所归属的具体文件,type略去,暂时不影响复原操作

这两条配置项是所有配置块都会存在的内容,而我们需要根据接下来的配置项,来推测一个MonoBehavior大概率可能属于哪一类型的UGUI脚本

  m_Material: {fileID: 0}
  m_Color: {r: 1, g: 1, b: 1, a: 1}
  m_RaycastTarget: 1
  m_OnCullStateChanged:
    m_PersistentCalls:
      m_Calls: []
  m_Sprite: {fileID: 0}
  m_Type: 0
  m_PreserveAspect: 0
  m_FillCenter: 1
  m_FillMethod: 4
  m_FillAmount: 1
  m_FillClockwise: 1
  m_FillOrigin: 0
  m_UseSpriteMesh: 0

其实很容易就发现了一个关键字m_Sprite,这大概率就是Image组件所使用的配置项,同时m_FillCenter等选项基本可以认定了这就是Image组件,因此,我们只需要根据本工程的Image的fileID,guid,type3个信息,修改该块中m_Script项即可复原丢失的引用。

二、索引出本项目中所有的UGUI信息

将所有集成自Component且出自程序集UnityEngine.UI的类型,添加到GameObject上,制成预制体,并根据上述分析获得fileID,guid,type,并记录到文件中。

    private static void StatisticOrderedScriptGUIDs(string asmName, string fileName)
    {
        var g = new GameObject();
        var asm = Assembly.Load(asmName);
        var types = asm.GetTypes();
        var guids = new List<FileTypeGUID>();
        long localId;
        string guid;
        foreach (var type in types)
        {
            // 抽象类或不继承自Component的类过滤
            if (type.IsAbstract || !type.IsSubclassOf(typeof(Component)))
            {
                continue;
            }
            g.name = type.Name;
            var component = g.AddComponent(type);
            if (component)
            {
                // 此处设置一个临时路径
                var prefabPath = $"Assets/Editor/GUIDPrefab/{type.Name}.prefab";
                // 自定义方法,根据文件名判断文件夹是否存在,不存在则创建
                FileHelper.CreateDirectoryIfNotExistByFilename(prefabPath);
                var success = false;
                PrefabUtility.SaveAsPrefabAsset(g, prefabPath, out success);
                AssetDatabase.Refresh();
                var prefab = AssetDatabase.LoadAssetAtPath(prefabPath, type);
                if (!prefab)
                {
                    Debug.LogError($"type:{type} cannot load, path:{prefabPath}");
                    continue;
                }
                if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(prefab, out guid, out localId))
                {
                    var fileId = $"&{localId}";
                    var metaLines = File.ReadAllLines(Path.GetFullPath(prefabPath));
                    var foundLine = false;
                    foreach (var line in metaLines)
                    {
                        if (line.IndexOf(fileId) > 0)
                        {
                            foundLine = true;
                            continue;
                        }
                        if (!foundLine)
                        {
                            continue;
                        }
                        if (line.IndexOf("m_Script:") > 0)
                        {
                            AnalysisScriptLine(line, out long realFileId, out string realGuid, out int fileType);
                            guids.Add(new FileTypeGUID(type, realFileId, realGuid, fileType));
                        }
                    }
                }
                GameObject.DestroyImmediate(component);
            }
        }
        GameObject.DestroyImmediate(g);
        var json = JsonConvert.Serialize(guids, true);
        Debug.Log(json);
        // 将收集的信息存储下来,为后续分析具体.prefab时供参考
        var path = Application.dataPath.Replace("Assets", $"{fileName}.json");
        File.WriteAllText(path, json);
    }

    private static void AnalysisScriptLine(string line, out long fileId, out string guid, out int type)
    {
        fileId = 0;
        guid = string.Empty;
        type = 0;
        if (!line.Trim().StartsWith("m_Script:"))
        {
            return;
        }
        var index = line.IndexOf("{");
        var endIndex = line.LastIndexOf("}");
        var inside = line.Substring(index + 1, endIndex - index - 1);
        var arr = inside.Split(',');
        foreach (var item in arr)
        {
            var pair = item.Split(':');
            switch (pair[0].Trim())
            {
                case "fileID":
                    long.TryParse(pair[1].Trim(), out fileId);
                    break;
                case "guid":
                    guid = pair[1].Trim();
                    break;
                case "type":
                    int.TryParse(pair[1].Trim(), out type);
                    break;
            }
        }
    }

至于为什么参数asmName作为传入参数,当然是因为后续更新到了自定义开发脚本也可修复的原因。

通过上述步骤,我们调用 StatisticOrderedScriptGUIDs("UnityEngine.UI", "uguiguids"); 获取了项目内所有UGUI组件的guids

三、动手尝试修复一个.prefab

这个先把一个预制体文件打开,随后随手修改其中MonoBehavior块中的fileID,guid后,该预制体在Unity中即呈现丢失引用状态。

然后我们需要编写一些代码来储存如下信息,CharacteristicInfo(UGUI类型的特征信息),FileTypeGUID(fileID, guid, type的相关信息),PrefabContent(整个.prefab文件读取后的可读内容),PrefabChunk(.prefab文件中的配置块),FileTypeGUIDCollection(FileTypeGUID的集合,不是简单用数组处理),

以下是代码信息,也可以跳过不看,自己尝试开发,因为思路已经都在上边了。

    private struct CharacteristicInfo
    {
        public string Characteristic { get; set; }
        public Type Type { get; set; }

        public CharacteristicInfo(string c, Type t)
        {
            Characteristic = c;
            Type = t;
        }
    }
    private class FileTypeGUID
    {
        // 该信息组对应的实际类型
        public Type Type { get; set; }
        public long FileId { get; set; }
        public string Guid { get; set; }
        public int FileType { get; set; }

        public FileTypeGUID(Type type, long fileId, string guid, int fileType)
        {
            Type = type;
            FileId = fileId;
            Guid = guid;
            FileType = fileType;
        }

        public override string ToString()
        {
            return $"Type:{Type.Name}, FileId:{FileId}, Guid:{Guid}, FileType:{FileType}";
        }
    }
    private class PrefabContent
    {
        public Object Object { get; private set; }
        private readonly List<PrefabChunk> _chunks = new List<PrefabChunk>();
        private readonly List<string> _head = new List<string>();
        private readonly Dictionary<long, string> _gameObjects = new Dictionary<long, string>();

        private PrefabContent(Object belonging)
        {
            Object = belonging;
        }

        public void Analysis(TryGetFileGUITypeDelegate tryGetHandler, IsConfusingTypeDelegate isConfusingTypeHandler)
        {
            var changeCount = 0;
            FileTypeGUID[] fileTypeGUIDs;
            foreach (var chunk in _chunks)
            {
                if (tryGetHandler.Invoke(chunk, out var item))
                {
                    if (isConfusingTypeHandler.Invoke(chunk, out fileTypeGUIDs))
                    {
                        Debug.LogError("=========== confusing warning ===========");
                        Debug.LogError($"chunk.Component is a confusing type, should confirm again, {chunk.PrefabContent.Object}", chunk.PrefabContent.Object);
                        foreach (var guid in fileTypeGUIDs)
                        {
                            Debug.LogError($"Type:{guid.Type}, FileID:{guid.FileId}, guid:{guid.Guid}, type:{guid.FileType}");
                        }
                        Debug.LogError("=========== end ===========");
                    }
                    if (chunk.ModifyM_Script(item.FileId, item.Guid, item.FileType))
                    {
                        changeCount++;
                    }
                }
            }
            Debug.Log($"修改了 {changeCount} 个组件");
        }

        public string[] GetLines()
        {
            var list = new List<string>();
            list.AddRange(_head);
            foreach (var chunk in _chunks)
            {
                list.AddRange(chunk.Lines);
            }
            return list.ToArray();
        }

        public string GetName(long id)
        {
            _gameObjects.TryGetValue(id, out var name);
            return name;
        }

        public static PrefabContent Parse(Object selected, string[] lines, CharacteristicInfo[] characteristics)
        {
            var count = lines.Length;
            var listInChunk = new List<string>();
            var content = new PrefabContent(selected);
            var id = 0L;
            var foundGameObjectTag = false;
            for (int i = 0; i < count; i++)
            {
                var line = lines[i];
                if (line.StartsWith("%"))
                {
                    content._head.Add(line);
                    continue;
                }
                if (line.StartsWith("---"))
                {
                    if (i + 1 < count && lines[i + 1].StartsWith("GameObject:"))
                    {
                        var andIndex = line.IndexOf('&');
                        var idString = line.Substring(andIndex + 1);
                        long.TryParse(idString, out id);
                        foundGameObjectTag = true;
                    }

                    if (listInChunk.Count != 0)
                    {
                        var chunk = new PrefabChunk(content, listInChunk.ToArray(), characteristics);

                        content._chunks.Add(chunk);
                        listInChunk.Clear();
                    }
                    listInChunk.Add(line);
                    continue;
                }
                if (foundGameObjectTag)
                {
                    var nameTag = "m_Name:";
                    var nameIndex = line.IndexOf(nameTag);
                    if (!string.IsNullOrEmpty(line) && nameIndex != -1)
                    {
                        var name = line.Substring(nameIndex + nameTag.Length).Trim();
                        content._gameObjects[id] = name;
                        foundGameObjectTag = false;
                    }
                }
                listInChunk.Add(line);
            }
            // 添加剩余的
            if (listInChunk.Count != 0)
            {
                var chunk = new PrefabChunk(content, listInChunk.ToArray(), characteristics);
                content._chunks.Add(chunk);
                listInChunk.Clear();
            }
            return content;
        }
    }
    private class PrefabChunk
    {
        private const string ScriptFormat = "  m_Script: {fileID: #FILEID#, guid: #GUID#, type: #TYPE#}";

        public string Name { get; private set; }
        public PrefabContent PrefabContent { get; private set; }
        public Type ComponentType { get; private set; }
        public string[] Lines { get; private set; }

        public long FileID { get { return _fileID; } }
        private long _fileID;

        public string GUID { get { return _guid; } }
        private string _guid;

        public int Type { get { return _type; } }
        private int _type;

        private int _index;

        public PrefabChunk(PrefabContent content, string[] lines, CharacteristicInfo[] characteristics)
        {
            PrefabContent = content;
            Lines = lines;
            FindName();
            FindType(characteristics);
            FindScriptLine();
        }

        private void FindName()
        {
            var line = FindLine("m_GameObject:", out var gameObjectIndex);
            if (string.IsNullOrEmpty(line) && gameObjectIndex == -1)
            {
                return;
            }
            var gameObjectContent = line.Substring(gameObjectIndex);
            if (string.IsNullOrEmpty(gameObjectContent))
            {
                return;
            }
            gameObjectContent = gameObjectContent.Trim().Trim('{').Trim('}');
            var filedIDTag = "fileID:";
            var fileIDIndex = gameObjectContent.IndexOf(filedIDTag);
            if (fileIDIndex == -1)
            {
                return;
            }
            var idString = gameObjectContent.Substring(fileIDIndex + filedIDTag.Length);
            long.TryParse(idString, out var id);
            if (id == 0)
            {
                return;
            }
            Name = PrefabContent.GetName(id);
        }

        private void FindType(CharacteristicInfo[] characteristics)
        {
            foreach (var pair in characteristics)
            {
                if (FindCharacteristic(pair.Characteristic))
                {
                    ComponentType = pair.Type;
                }
            }
        }

        private void FindScriptLine()
        {
            _index = -1;
            var count = Lines.Length;
            for (int i = 0; i < count; i++)
            {
                if (Lines[i].Contains("m_Script"))
                {
                    _index = i;
                    break;
                }
            }
            if (_index == -1)
            {
                return;
            }
            AnalysisScriptLine(Lines[_index], out _fileID, out _guid, out _type);
        }

        public string FindLine(string tag, out int index)
        {
            index = -1;
            foreach (var line in Lines)
            {
                index = line.IndexOf(tag);
                if (index != -1)
                {
                    index += tag.Length;
                    return line;
                }
            }
            return string.Empty;
        }

        private bool FindCharacteristic(string tags)
        {
            var tagArr = tags.Split('&');
            var tagCount = tagArr.Length;
            var count = Lines.Length;
            var matchCount = 0;
            for (int tagIndex = 0; tagIndex < tagCount; tagIndex++)
            {
                var tag = tagArr[tagIndex];
                for (int i = 0; i < count; i++)
                {
                    var line = Lines[i];
                    if (line.Contains(tag))
                    {
                        matchCount++;
                    }
                }
            }
            return matchCount == tagCount;
        }

        public bool ModifyM_Script(long fileId, string guid, int type)
        {
            if (_index == -1)
            {
                return false;
            }
            if (_fileID == fileId && _guid == guid && _type == type)
            {
                Debug.Log($"{Name} is using correct reference, needn't to fix");
                return false;
            }
            var line = ScriptFormat.Replace("#FILEID#", fileId.ToString()).Replace("#GUID#", guid).Replace("#TYPE#", type.ToString());
            Debug.Log($"{Name}:{ComponentType} ---> fileID:{fileId}, guid:{guid}, type:{type}");
            Lines[_index] = line;
            return true;
        }
    }
    private class FileTypeGUIDCollection
    {
        private bool _inited;

        protected readonly Dictionary<Type, FileTypeGUID> _commonGUIDs = new Dictionary<Type, FileTypeGUID>();
        protected readonly Dictionary<Type, FileTypeGUID> _confusingGUIDs = new Dictionary<Type, FileTypeGUID>();

        public void Init(string path)
        {
            if (_inited)
            {
                return;
            }
            if (!File.Exists(path))
            {
                StatisticAllUGUIGUIDs();
            }
            var json = File.ReadAllText(path);
            var guids = JsonConvert.Deserialize<FileTypeGUID[]>(json);
            foreach (var item in guids)
            {
                _commonGUIDs[item.Type] = item;
                if (item.Type == typeof(VerticalLayoutGroup) || item.Type == typeof(HorizontalLayoutGroup))
                {
                    _confusingGUIDs[item.Type] = item;
                }
            }
            _inited = true;
        }

        public virtual bool TryGetValue(PrefabChunk chunk, out FileTypeGUID item)
        {
            if (chunk.ComponentType == null)
            {
                item = null;
                return false;
            }
            return _commonGUIDs.TryGetValue(chunk.ComponentType, out item);
        }

        public virtual bool IsConfusingType(PrefabChunk chunk, out FileTypeGUID[] fileTypeGUIDs)
        {
            fileTypeGUIDs = null;
            if (chunk.ComponentType == null)
            {
                return false;
            }
            if (_confusingGUIDs.ContainsKey(chunk.ComponentType))
            {
                fileTypeGUIDs = _confusingGUIDs.Values.ToArray();
                return true;
            }
            return false;
        }
    }

此外还需要2个委托和一个特征信息集合


    // 特征字典,根据配置块中特点返回组件类型
    private static readonly CharacteristicInfo[] UGUICharacteristics = new CharacteristicInfo[]
    {
        new CharacteristicInfo("m_Text&m_FontData", typeof(Text)),
        new CharacteristicInfo("m_InputType&m_OnEndEdit&m_OnValueChanged", typeof(InputField)),
        new CharacteristicInfo("m_Sprite&m_FillCenter", typeof(Image)),
        new CharacteristicInfo("m_OnCullStateChanged&m_Texture&m_UVRect", typeof(RawImage)),
        new CharacteristicInfo("m_OnClick&m_TargetGraphic&m_SpriteState&m_Interactable", typeof(Button)),
        new CharacteristicInfo("m_MovementType&m_Elasticity&m_Viewport&m_OnValueChanged", typeof(ScrollRect)),
        new CharacteristicInfo("m_AnimationTriggers&m_Interactable&m_TargetGraphic&m_HandleRectm_NumberOfSteps&m_OnValueChanged", typeof(Scrollbar)),
        new CharacteristicInfo("m_ShowMaskGraphic", typeof(Mask)),
        new CharacteristicInfo("m_Padding&m_ChildAlignment&m_CellSize&m_Spacing", typeof(GridLayoutGroup)),
        new CharacteristicInfo("m_Padding&m_ChildAlignment&m_Spacing&m_ChildForceExpandWidth&m_ChildForceExpandHeight&m_ChildControlWidth&m_ChildControlHeight&m_ChildScaleWidth&m_ChildScaleHeight", typeof(HorizontalLayoutGroup)),
        new CharacteristicInfo("m_Padding&m_ChildAlignment&m_Spacing&m_ChildForceExpandWidth&m_ChildForceExpandHeight&m_ChildControlWidth&m_ChildControlHeight", typeof(VerticalLayoutGroup)),
        new CharacteristicInfo("m_EffectColor&m_EffectDistance&m_UseGraphicAlpha", typeof(Outline)),
        new CharacteristicInfo("m_DynamicPixelsPerUnit&m_ReferenceResolution", typeof(CanvasScaler)),
        new CharacteristicInfo("m_IgnoreReversedGraphics&m_BlockingObjects&m_BlockingMask", typeof(GraphicRaycaster)),
        new CharacteristicInfo("m_FirstSelected&m_DragThreshold", typeof(EventSystem)),
        new CharacteristicInfo("m_HorizontalAxis&m_VerticalAxis&m_SubmitButton&m_CancelButton", typeof(StandaloneInputModule))
    };

    delegate bool TryGetFileGUITypeDelegate(PrefabChunk chunk, out FileTypeGUID fileTypeGUID);
    delegate bool IsConfusingTypeDelegate(PrefabChunk chunk, out FileTypeGUID[] confusingGUIDs);

随后,使用一段调用代码即可开始修复工作

    // 尝试修复引用丢失
    [MenuItem("Assets/Try To Fix UGUIComponent Missing")]
    private static void TryFixUGUIComponentMissing()
    {
        var collection = new FileTypeGUIDCollection();
        collection.Init(Application.dataPath.Replace("Assets", "uguiguids.json"));
        FixComponentMissingBase(collection.TryGetValue, collection.IsConfusingType, UGUICharacteristics);
    }

    private static void FixComponentMissingBase(TryGetFileGUITypeDelegate tryGetHandler, IsConfusingTypeDelegate isConfusingTypeHandler, CharacteristicInfo[] characteristics)
    {
        var selected = Selection.activeGameObject;
        // 对单个具体的prefab进行引用修复
        if (!selected)
        {
            return;
        }
        var prefabPath = AssetDatabase.GetAssetPath(selected);
        var lines = File.ReadAllLines(prefabPath);
        var prefabContent = PrefabContent.Parse(selected, lines, characteristics);
        prefabContent.Analysis(tryGetHandler, isConfusingTypeHandler);
        lines = prefabContent.GetLines();
        File.WriteAllLines(prefabPath, lines);
        AssetDatabase.Refresh();
        Debug.Log("Done");
    }

上述class为什么为private,是因为都限定在static class PrefabMissingTool中,并不希望外部访问,读者也可以根据自己的需要修改访问范围。

目前实现了对单个选中的prefab进行修复,也可以自行扩展为对复选或文件夹范围的prefab进行修复。

=========================== !!重要!! ==========================

因为VerticalLayoutGroupHorizontalLayoutGroup两个类型中的特征信息(配置项)在作者的.prefab配置块中完全一致,因此无法区分,如果后续有发现更新的办法,会更新到文章中,或者也请读者指出更好的做法

=========================== 扩展 ==========================

因为可以搜集UnityEngine.UI的类型信息,那么同样,也可以收集Assembly-CSharp中继承自Component的信息,从原版本中收集信息后,到新版本根据匹配结果进行修改,那么也就可以修复在新版本中产生的自定义脚本挂载丢失的情况了。

后续发现有更好的办法时会及时更新。

github上可查看源码,已解耦合,仅依赖Newtonsoft,

DoyoFish/PrefabMissingFixTool: Quick to fix missing component on unity prefab (github.com)

标签: ui unity 游戏引擎

本文转载自: https://blog.csdn.net/DoyoFish/article/details/128172372
版权归原作者 DoyoFish 所有, 如有侵权,请联系我们删除。

“关于修复预制体上UnityEngine.UI引用丢失的一种思路”的评论:

还没有评论