少年修仙传客户端基础资源
dabaoji
2025-06-09 8ee0256378cbf5dbc9d76ed10b60b65a844ef4dd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
//------------------------------------------------------------------
//本文件中的工具提供在编辑器环境下,快速整理UI图片相关的资源
//-------------------------------------------------------------------
 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.IO;
using System;
using System.Threading;
using System.Text.RegularExpressions;
 
public class WindowImageCheck
{
    static string windowRootPath = Application.dataPath + "/ResourcesOut/UI/Window";
    static string windowRootPath2 = Application.dataPath + "/ResourcesOut/UI/PriorityWindow";
    static string prefabRootPath = Application.dataPath + "/ResourcesOut/UI/Prefab";
 
    [MenuItem("程序/UI Assets/查找和移除无用的Image")]
    public static void CheckAndReplaceFontSwitch()
    {
        try
        {
            var allFiles = new List<FileInfo>();
            allFiles.AddRange(new DirectoryInfo(windowRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
            allFiles.AddRange(new DirectoryInfo(windowRootPath2).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
            allFiles.AddRange(new DirectoryInfo(prefabRootPath).GetFiles("*.prefab", SearchOption.TopDirectoryOnly));
 
            var count = allFiles.Count;
            var index = 0;
 
            foreach (var file in allFiles)
            {
                var assetPath = file.FullName.Replace("\\", "/").Replace(Application.dataPath, "Assets");
                var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
 
                var images = prefab.GetComponentsInChildren<Image>(true);
                foreach (var image in images)
                {
                    if (image != null)
                    {
                        if (!image.enabled || image.color.a == 0f)
                        {
                            path = string.Empty;
                            Debug.Log(GetComponentPath(image.transform, ref path));
                            MonoBehaviour.DestroyImmediate(image, true);
                        }
                    }
                }
 
                index++;
                EditorUtility.SetDirty(prefab);
                EditorUtility.DisplayProgressBar("检测和移除Image", StringUtility.Contact("正在检测:", prefab.name), (float)index / count);
            }
 
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
 
            EditorUtility.ClearProgressBar();
        }
        catch (Exception ex)
        {
            Debug.Log(ex);
        }
 
    }
 
    static string path;
    private static string GetComponentPath(Transform _transform, ref string _path)
    {
        path = _transform.gameObject.name + path;
        if (_transform.parent != null)
        {
            path = "/" + path;
            return GetComponentPath(_transform.parent, ref _path);
        }
        else
        {
            return path;
        }
    }
 
}
 
public class RemoveUnUsedSpriteQuickly
{
    static string uiroot1 = "Assets/ResourcesOut/UI/Window";
    static string uiroot2 = "Assets/ResourcesOut/UI/PriorityWindow";
    static string uiroot3 = "Assets/ResourcesOut/UI/Prefab";
    static string uiroot4 = "Assets/ResourcesOut/UI/Treasure/Misc";
 
    static string spriteroot = "Assets/ResourcesOut/UI/Sprite";
 
    static List<string> prefabTexts = new List<string>();
 
    static Dictionary<string, Sprite> processObjects = new Dictionary<string, Sprite>();
    static List<AnalyzeTask> tasks = new List<AnalyzeTask>();
 
    static int taskCount = 1;
    static int completedTaskCount = 0;
    static List<IconConfig> configs;
 
    [MenuItem("程序/UI Assets/移除无用的Sprite")]
    public static void RemoveUnUsedSprites()
    {
        try
        {
            EditorApplication.update += OnUpdate;
            IconConfig.Init(true);
            configs = IconConfig.GetValues();
 
            LoadPrefabTexts();
            FindSprites();
 
            taskCount = 0;
            completedTaskCount = 0;
            foreach (var task in tasks)
            {
                task.total = task.sprites.Count;
                taskCount += task.total;
            }
 
            Analyze();
        }
        catch (Exception e)
        {
            EditorApplication.update -= OnUpdate;
            EditorUtility.ClearProgressBar();
        }
    }
 
    static void LoadPrefabTexts()
    {
        var guids = new List<string>();
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot1 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot2 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot3 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot4 }));
 
        var assetPaths = new List<string>();
        foreach (var item in guids)
        {
            assetPaths.Add(AssetDatabase.GUIDToAssetPath(item));
        }
 
        var totalCount = assetPaths.Count;
        var count = 0;
        prefabTexts.Clear();
        foreach (var path in assetPaths)
        {
            count++;
            EditorUtility.DisplayProgressBar("读取预置体文本", "正在读取预置体文本", count / (float)totalCount);
            prefabTexts.Add(File.ReadAllText(Application.dataPath + path.Substring(6, path.Length - 6)));
        }
 
        EditorUtility.ClearProgressBar();
    }
 
    static void FindSprites()
    {
        processObjects.Clear();
        tasks.Clear();
 
        var sprites = new List<Sprite>();
        var guids = new List<string>();
        var subFolders = AssetDatabase.GetSubFolders(spriteroot);
        foreach (var folder in subFolders)
        {
            guids.AddRange(AssetDatabase.FindAssets("t:sprite", new string[] { folder }));
        }
 
        foreach (var guid in guids)
        {
            sprites.Add(AssetDatabase.LoadAssetAtPath<Sprite>(AssetDatabase.GUIDToAssetPath(guid)));
        }
 
        var count = 0;
        var task = new AnalyzeTask();
        tasks.Add(task);
        foreach (var asset in sprites)
        {
            var path = AssetDatabase.GetAssetPath(asset);
            var guid = AssetDatabase.AssetPathToGUID(path);
            processObjects[guid] = asset;
 
            var folderName = Path.GetDirectoryName(path).Split('/').GetLast();
            if (folderName == "Frame")
            {
                continue;
            }
 
            task.Add(new SpriteInfo()
            {
                name = asset.name,
                guid = guid,
                folder = folderName
            });
 
            count++;
 
            if (count >= 500)
            {
                count = 0;
                task = new AnalyzeTask();
                tasks.Add(task);
            }
        }
 
    }
 
    static void Analyze()
    {
        foreach (var task in tasks)
        {
            ThreadPool.QueueUserWorkItem(x =>
            {
                for (int i = 0; i < task.sprites.Count; i++)
                {
                    task.completed++;
                    var info = task.sprites[i];
                    if (ContainByIconTable(info))
                    {
                        continue;
                    }
 
                    if (RefrenceByPrefab(info))
                    {
                        continue;
                    }
 
                    info.unUsed = true;
                    task.sprites[i] = info;
                }
 
                task.done = true;
            });
        }
    }
 
    static void ProcessUnUsedSprites()
    {
        var total = 0;
        foreach (var task in tasks)
        {
            foreach (var sprite in task.sprites)
            {
                if (sprite.unUsed)
                {
                    Debug.LogFormat("找到一张无用的图片:文件夹->{0};图片名称->{1}", sprite.folder, sprite.name);
                    total++;
                }
            }
        }
 
        var count = 0;
        foreach (var task in tasks)
        {
            foreach (var sprite in task.sprites)
            {
                if (sprite.unUsed)
                {
                    EditorUtility.DisplayProgressBar("删除Sprite", string.Format("正在删除第{0}张图片,共{1}张", count + 1, total), (float)count / total);
                    count++;
                    AssetDatabase.DeleteAsset(AssetDatabase.GUIDToAssetPath(sprite.guid));
                }
            }
        }
 
        EditorUtility.ClearProgressBar();
    }
 
    static bool ContainByIconTable(SpriteInfo info)
    {
        return configs.FindIndex(x => { return x.folder.ToLower() == info.folder.ToLower() && x.sprite == info.name; }) != -1;
    }
 
    static bool RefrenceByPrefab(SpriteInfo info)
    {
        foreach (var content in prefabTexts)
        {
            if (Regex.IsMatch(content, info.guid))
            {
                return true;
            }
        }
 
        return false;
    }
 
    static void OnUpdate()
    {
        var done = true;
        completedTaskCount = 0;
        foreach (var task in tasks)
        {
            completedTaskCount += task.completed;
            if (!task.done)
            {
                done = false;
            }
        }
 
        EditorUtility.DisplayProgressBar("分析无用Sprite",
            string.Format("正在分析第{0}张Sprite,共计{1}张", completedTaskCount + 1, taskCount),
            (float)completedTaskCount / taskCount);
 
        if (done)
        {
            EditorUtility.ClearProgressBar();
            ProcessUnUsedSprites();
            EditorApplication.update -= OnUpdate;
        }
    }
 
    struct SpriteInfo
    {
        public string guid;
        public string name;
        public string folder;
        public bool unUsed;
    }
 
    class AnalyzeTask
    {
        public int total;
        public int completed;
        public bool done;
        public List<SpriteInfo> sprites;
 
        public AnalyzeTask()
        {
            sprites = new List<SpriteInfo>();
        }
 
        public void Add(SpriteInfo info)
        {
            sprites.Add(info);
        }
    }
 
}
 
public class FindUnUsedPrefab
{
    static string uiroot1 = "Assets/ResourcesOut/UI/Window";
    static string uiroot2 = "Assets/ResourcesOut/UI/PriorityWindow";
    static string uiroot3 = "Assets/ResourcesOut/UI/Prefab";
 
    [MenuItem("程序/UI Assets/找到可疑的UI Prefab对象")]
    public static void FindUnnormalObjects()
    {
        var guids = new List<string>();
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot1 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot2 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot3 }));
 
        var assets = new List<GameObject>();
        foreach (var guid in guids)
        {
            var go = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(guid));
            if (go != null)
            {
                assets.Add(go);
            }
        }
 
        foreach (var item in assets)
        {
            var so = new SerializedObject(item);
            var soProperties = so.FindProperty("m_Component");
            var components = item.GetComponents<Component>();
            int propertyIndex = 0;
            foreach (var c in components)
            {
                if (c == null)
                {
                    Debug.LogFormat("资源{0}存在可疑错误,请检查", item.name);
                }
                ++propertyIndex;
            }
        }
 
    }
 
 
}
 
public class RemoveUnUsedIconKey
{
    static string uiroot1 = "Assets/ResourcesOut/UI/Window";
    static string uiroot2 = "Assets/ResourcesOut/UI/PriorityWindow";
    static string uiroot3 = "Assets/ResourcesOut/UI/Prefab";
    static string uiroot4 = "Assets/ResourcesOut/UI/Treasure/Misc";
 
    static List<string> ignoreKeyList = new List<string>()
    {
        "Remark_","GemTypeMini_","AllianceBossRank_","GemTypeMini_","RealmSelectBottom_","XT_TJ_","Fb_",
        "MultipleExp_Icon_","MapNPC_Colour_","LocalMapTaskState_","EquipDefaultIcon_","OpenServerActivty_","ChatIcon_"
    };
 
    static int taskCount = 1;
    static int completedTaskCount = 0;
    static Dictionary<string, List<string>> iconKeyMap = new Dictionary<string, List<string>>();
 
    static List<string> prefabTexts = new List<string>();
    static List<Column> iconKeyRefrences = new List<Column>();
    static List<string> csharpFileContents = new List<string>();
    static string generalContent = string.Empty;
    static List<AnalyzeTask> tasks = new List<AnalyzeTask>();
    static List<string> scriptableObjects = new List<string>();
 
    [MenuItem("程序/UI Assets/移除无用的IconKey")]
    public static void Remove()
    {
        tasks.Clear();
        var iconKeys = GetOriginalIconKeys();
 
        taskCount = iconKeys.Count;
        completedTaskCount = 0;
 
        var count = 0;
        var task = new AnalyzeTask();
        tasks.Add(task);
        foreach (var key in iconKeys)
        {
            task.Add(new IconKeyInfo()
            {
                key = key,
                unused = false
            });
 
            if (count >= 200)
            {
                count = 0;
                task = new AnalyzeTask();
                tasks.Add(task);
            }
            count++;
        }
 
        iconKeyMap = GetIconKeyMap();
        iconKeyRefrences = GetAllIconKeyRefrences();
        csharpFileContents = GetAllCSharpFileContents();
        generalContent = GetGeneralContent();
        prefabTexts = GetPrefabTexts();
        scriptableObjects = GetScriptableObjects();
 
        try
        {
            EditorApplication.update += OnUpdate;
            Analyze();
        }
        catch (Exception e)
        {
            EditorUtility.ClearProgressBar();
            EditorApplication.update -= OnUpdate;
            Debug.Log(e);
        }
 
    }
 
    static void Analyze()
    {
        foreach (var task in tasks)
        {
            ThreadPool.QueueUserWorkItem(x =>
            {
                for (int i = task.iconKeys.Count - 1; i >= 0; i--)
                {
                    task.completed++;
                    var info = task.iconKeys[i];
                    if (ContainByTables(info.key, ref iconKeyRefrences))
                    {
                        // Debug.LogFormat("找到一个被其他配置配件引用的 icon key:{0}", info.key);
                        continue;
                    }
 
                    if (ContainByGeneralConfig(info.key, ref generalContent))
                    {
                        // Debug.LogFormat("找到一个写在功能配置表中的 icon key:{0}", info.key);
                        continue;
                    }
 
                    if (ContainBySriptableObjects(info.key, ref scriptableObjects))
                    {
                        // Debug.LogFormat("找到一个配置在ScriptObject文件中的 icon key:{0}", info.key);
                        continue;
                    }
 
                    if (ContainByCSharpFile(info.key, ref csharpFileContents))
                    {
                        // Debug.LogFormat("找到一个写在C#文件中的 icon key:{0}", info.key);
                        continue;
                    }
 
                    if (ContainByPrefab(info.key, ref prefabTexts))
                    {
                        //Debug.LogFormat("找到一个被prefab依赖的 icon key:{0}", info.key);
                        continue;
                    }
 
                    info.unused = true;
                    task.iconKeys[i] = info;
                }
 
                task.done = true;
            });
        }
    }
 
    static void ProcessUnUsedIconKeys()
    {
        var lines = new List<string>(File.ReadAllLines(Application.dataPath + "/ResourcesOut/Refdata/Config/Icon.txt"));
        var deleteLines = new List<string>();
        var unUsedIconKeys = new List<string>();
        foreach (var task in tasks)
        {
            foreach (var iconkey in task.iconKeys)
            {
                if (iconkey.unused)
                {
                    unUsedIconKeys.Add(iconkey.key);
                }
            }
        }
 
        for (int i = lines.Count - 1; i >= 3; i--)
        {
            var contents = lines[i].Split('\t');
            if (!contents.IsNullOrEmpty())
            {
                if (unUsedIconKeys.Contains(contents[0]))
                {
                    deleteLines.Add(lines[i]);
                    lines.RemoveAt(i);
                }
            }
        }
 
        File.WriteAllLines(Application.dataPath + "/删除的Icon表配置.txt", deleteLines.ToArray());
        File.WriteAllLines(Application.dataPath + "/ResourcesOut/Refdata/Config/Icon.txt", lines.ToArray());
    }
 
    static Dictionary<string, List<string>> GetIconKeyMap()
    {
        var lines = File.ReadAllLines(Application.dataPath + "/Editor/Config/TxtIconKeys.txt");
        var map = new Dictionary<string, List<string>>();
 
        for (int i = 1; i < lines.Length; i++)
        {
            var line = lines[i];
            var contents = new List<string>(line.Split('\t'));
            if (!contents.IsNullOrEmpty() && contents.Count >= 2)
            {
                var fields = map[contents[0]] = new List<string>();
                fields.AddRange(contents.GetRange(1, contents.Count - 1));
            }
        }
 
        return map;
    }
 
    static List<string> GetOriginalIconKeys()
    {
        var lines = File.ReadAllLines(Application.dataPath + "/ResourcesOut/Refdata/Config/Icon.txt");
        var iconKeys = new List<string>();
        for (int i = 3; i < lines.Length; i++)
        {
            var contents = lines[i].Split('\t');
            if (!contents.IsNullOrEmpty())
            {
                iconKeys.Add(contents[0]);
            }
        }
 
        return iconKeys;
    }
 
    static List<Column> GetAllIconKeyRefrences()
    {
        var files = FileExtersion.GetFileInfos(Application.dataPath + "/ResourcesOut/Refdata/Config", new string[] { "*.txt", "*.TXT" });
 
        var count = 0;
        var columns = new List<Column>();
        foreach (var file in files)
        {
            count++;
            EditorUtility.DisplayProgressBar("解析配置文件", "正在解析配置文件", (float)count / files.Count);
 
            var nameWithoutExtension = Path.GetFileNameWithoutExtension(file.FullName);
            if (!iconKeyMap.ContainsKey(nameWithoutExtension))
            {
                continue;
            }
 
            var lines = File.ReadAllLines(file.FullName);
            var fields0 = new List<string>(lines[0].Split('\t'));
            var fields1 = new List<string>(lines[1].Split('\t'));
            var refrences = iconKeyMap[nameWithoutExtension];
            foreach (var refrence in refrences)
            {
                var name = string.Empty;
                var index = fields0.IndexOf(refrence);
                if (index != -1)
                {
                    name = fields0[index];
                }
                else
                {
                    index = fields1.IndexOf(refrence);
                    if (index != -1)
                    {
                        name = fields1[index];
                    }
                }
 
                if (index == -1)
                {
                    continue;
                }
 
                var column = new Column()
                {
                    name = name,
                    values = new List<string>()
                };
 
                columns.Add(column);
                for (int i = 1; i < lines.Length; i++)
                {
                    var line = lines[i];
                    var contents = line.Split('\t');
                    column.values.Add(contents[index]);
                }
            }
 
        }
 
        EditorUtility.ClearProgressBar();
        return columns;
    }
 
    static List<string> GetAllCSharpFileContents()
    {
        var files = FileExtersion.GetFileInfos(Application.dataPath + "/Scripts", new string[] { "*.cs" });
        var contents = new List<string>();
 
        var count = 0;
        foreach (var file in files)
        {
            count++;
            EditorUtility.DisplayProgressBar("读取代码文件", "正在读取代码文件", (float)count / files.Count);
            contents.Add(File.ReadAllText(file.FullName));
        }
 
        EditorUtility.ClearProgressBar();
 
        return contents;
    }
 
    static List<string> GetPrefabTexts()
    {
        var guids = new List<string>();
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot1 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot2 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot3 }));
        guids.AddRange(AssetDatabase.FindAssets("t:prefab", new string[] { uiroot4 }));
 
        var assetPaths = new List<string>();
        foreach (var item in guids)
        {
            assetPaths.Add(AssetDatabase.GUIDToAssetPath(item));
        }
 
        var count = 0;
        var prefabTexts = new List<string>();
        foreach (var path in assetPaths)
        {
            count++;
            EditorUtility.DisplayProgressBar("读取预置体文本", "正在读取预置体文本", (float)count / assetPaths.Count);
            prefabTexts.Add(File.ReadAllText(Application.dataPath + path.Substring(6, path.Length - 6)));
        }
 
        EditorUtility.ClearProgressBar();
        return prefabTexts;
    }
 
    static string GetGeneralContent()
    {
        return File.ReadAllText(Application.dataPath + "/ResourcesOut/Refdata/Config/FuncConfig.txt");
    }
 
    static List<string> GetScriptableObjects()
    {
        var guids = new List<string>();
        guids.AddRange(AssetDatabase.FindAssets("t:ScriptableObject", new string[] { "Assets/ResourcesOut/BuiltIn/ScriptableObjects" }));
 
        var assetPaths = new List<string>();
        foreach (var item in guids)
        {
            assetPaths.Add(AssetDatabase.GUIDToAssetPath(item));
        }
 
        var count = 0;
        var scriptableObjects = new List<string>();
        foreach (var path in assetPaths)
        {
            count++;
            EditorUtility.DisplayProgressBar("读取ScriptableObject", "正在读取ScriptableObject", (float)count / assetPaths.Count);
            scriptableObjects.Add(File.ReadAllText(Application.dataPath + path.Substring(6, path.Length - 6)));
        }
 
        EditorUtility.ClearProgressBar();
        return scriptableObjects;
    }
 
    static bool ContainByTables(string key, ref List<Column> columns)
    {
        foreach (var column in columns)
        {
            foreach (var value in column.values)
            {
                if (Regex.IsMatch(value, key))
                {
                    return true;
                }
            }
        }
 
        return false;
    }
 
    static bool ContainByCSharpFile(string key, ref List<string> csharpContents)
    {
        foreach (var ignore in ignoreKeyList)
        {
            if (Regex.IsMatch(key, ignore))
            {
                return true;
            }
        }
 
        var pattern = string.Format(@"\.SetSprite.*{0}.*\);", key);
        foreach (var content in csharpContents)
        {
            if (Regex.IsMatch(content, pattern))
            {
                return true;
            }
        }
 
        return false;
    }
 
    static bool ContainByGeneralConfig(string key, ref string content)
    {
        return Regex.IsMatch(content, key);
    }
 
    static bool ContainByPrefab(string key, ref List<string> prefabTexts)
    {
        foreach (var text in prefabTexts)
        {
            if (Regex.IsMatch(text, key))
            {
                return true;
            }
        }
 
        return false;
    }
 
    static bool ContainBySriptableObjects(string key, ref List<string> scriptableObjects)
    {
        foreach (var text in scriptableObjects)
        {
            if (Regex.IsMatch(text, key))
            {
                return true;
            }
        }
 
        return false;
    }
 
    static void OnUpdate()
    {
        var done = true;
        completedTaskCount = 0;
        foreach (var task in tasks)
        {
            completedTaskCount += task.completed;
            if (!task.done)
            {
                done = false;
            }
        }
 
        EditorUtility.DisplayProgressBar("分析无用IconKey",
            string.Format("正在分析第{0}个IconKey,共计{1}个", completedTaskCount + 1, taskCount),
            (float)completedTaskCount / taskCount);
 
        if (done)
        {
            EditorUtility.ClearProgressBar();
            ProcessUnUsedIconKeys();
            EditorApplication.update -= OnUpdate;
        }
    }
 
    struct Column
    {
        public string name;
        public List<string> values;
    }
 
    struct IconKeyInfo
    {
        public string key;
        public bool unused;
    }
 
    class AnalyzeTask
    {
        public int total;
        public int completed;
        public bool done;
        public List<IconKeyInfo> iconKeys;
 
        public AnalyzeTask()
        {
            iconKeys = new List<IconKeyInfo>();
        }
 
        public void Add(IconKeyInfo key)
        {
            iconKeys.Add(key);
        }
    }
 
}