filter | 筛选器字符串可包含搜索数据。请参阅下文了解有关该字符串的 详细信息。 |
searchInFolders | 要从中开始搜索的文件夹。 |
string[] 匹配资源的数组。请注意将返回 GUID。
使用搜索筛选器字符串搜索资源数据库。
FindAssets 允许您搜索资源。string
参数可
提供名称、标签或类型(类名称)。筛选器字符串可包含:\
\
名称:按照文件名(不带扩展名)筛选资源。由空格分隔的文字
被视为独立的名称搜索。因此,例如 "test asset"
是将要
搜索的资源的名称。请注意,name:
可用来标识资源。此外,可将
筛选器 string
中使用的名称指定为细分部分。例如,上述的 test asset
示例
可使用 test
进行匹配。\
\
标签:资源可与标签关联。在每个标签前面使用关键字“l:”
可查找带有特定标签的资源。这表明字符串正在
搜索标签。\
\
类型:基于显式标识的类型查找资源。关键字“t:”可用于
指定正在查找的资源类型。如果筛选器 string
包含
多个类型,那么将返回与一个类匹配的资源。类型
可以是 Texture2D
等内置类型,也可以是用户创建的脚本类。用户创建的
类是从项目中的 ScriptableObject 类中创建的资源。如果需要所有资源,
请在所有资源都派生自对象时使用 Object
。使用 searchInFolders
参数
指定一个或多个文件夹时,会将搜索限定到这些文件夹及其
子文件夹。这要比在所有文件夹中搜索所有资源快。\
\
注意:搜索不区分大小写。\
\
使用 AssetDatabase.GUIDToAssetPath 获取资源路径,并使用 AssetDatabase.LoadAssetAtPath
加载资源。
@MenuItem("Test/FindAssetsUsingSearchFilter") static function FindAssetsUsingSearchFilter () { // Find all assets labelled with 'concrete' : var guids = AssetDatabase.FindAssets ("l:concrete", null); for (var guid in guids) Debug.Log (AssetDatabase.GUIDToAssetPath(guid));
// Find all Texture2Ds that have 'co' in their filename, that are labelled with 'concrete' or 'architecture' and are placed in 'MyAwesomeProps' folder var guids2 = AssetDatabase.FindAssets ("co l:concrete l:architecture t:texture2D", ["Assets/MyAwesomeProps"]); for (var guid in guids2) Debug.Log (AssetDatabase.GUIDToAssetPath(guid)); }
以下脚本示例显示了如何定位添加到资源的名称、
标签和类型细节。演示了 FindAssets 函数。
该示例中创建的资源使用的是 ScriptObj
类。
该类的脚本示例如下所示。
using UnityEngine; using UnityEditor;
public class Example { static ScriptObj testI; static ScriptObj testJ; static ScriptObj testK;
[MenuItem("Example/FindAssets Example")] static void ExampleScript() { CreateAssets(); NamesExample(); LabelsExample(); TypesExample(); }
static void CreateAssets() { testI = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj)); AssetDatabase.CreateAsset(testI, "Assets/AssetFolder/testI.asset");
testJ = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj)); AssetDatabase.CreateAsset(testJ, "Assets/AssetFolder/testJ.asset");
// create an asset in a sub-folder and with a name which contains a space testK = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj)); AssetDatabase.CreateAsset(testK, "Assets/AssetFolder/SpecialFolder/testK example.asset");
// an asset with a material will be used later Material material = new Material(Shader.Find("Standard")); AssetDatabase.CreateAsset(material, "Assets/AssetFolder/SpecialFolder/MyMaterial.mat"); }
static void NamesExample() { Debug.Log("*** FINDING ASSETS BY NAME ***");
string[] results;
results = AssetDatabase.FindAssets("testI"); foreach (string guid in results) { Debug.Log("testI: " + AssetDatabase.GUIDToAssetPath(guid)); }
results = AssetDatabase.FindAssets("testJ"); foreach (string guid in results) { Debug.Log("testJ: " + AssetDatabase.GUIDToAssetPath(guid)); }
results = AssetDatabase.FindAssets("testK example"); foreach (string guid in results) { Debug.Log("testK example: " + AssetDatabase.GUIDToAssetPath(guid)); }
Debug.Log("*** More complex asset search ***");
// find all assets that contain test (which is all assets) results = AssetDatabase.FindAssets("test"); foreach (string guid in results) { Debug.Log("name:test - " + AssetDatabase.GUIDToAssetPath(guid)); } }
static void LabelsExample() { Debug.Log("*** FINDING ASSETS BY LABELS ***");
string[] setLabels;
setLabels = new string[] {"wrapper"}; AssetDatabase.SetLabels(testI, setLabels);
setLabels = new string[] {"bottle", "banana", "carrot"}; AssetDatabase.SetLabels(testJ, setLabels);
setLabels = new string[] {"swappable", "helmet"}; AssetDatabase.SetLabels(testK, setLabels);
// label searching: // testI has wrapper, testK has swappable, so both have 'app' // testJ has bottle, so have a label searched as 'bot' string[] getGuids = AssetDatabase.FindAssets("l:app l:bot"); foreach (string guid in getGuids) { Debug.Log("label lookup: " + AssetDatabase.GUIDToAssetPath(guid)); } }
static void TypesExample() { Debug.Log("*** FINDING ASSETS BY TYPE ***");
string[] guids;
// search for a ScriptObject called ScriptObj guids = AssetDatabase.FindAssets("t:ScriptObj"); foreach (string guid in guids) { Debug.Log("ScriptObj: " + AssetDatabase.GUIDToAssetPath(guid)); }
guids = AssetDatabase.FindAssets("t:ScriptObj l:helmet"); foreach (string guid in guids) { Debug.Log("ScriptObj+bottle: " + AssetDatabase.GUIDToAssetPath(guid)); } } }
The following script is a simple class based on ScriptableObject. It is used by the script example above which needs a user provided class.
using UnityEngine;
public class ScriptObj : ScriptableObject { float[] f;
public void Awake() { int count = Random.Range(1000, 10000); f = new float[count];
for (int i = 0; i < count; i++) { f[i] = Random.Range(-1.0f, 1.0f); } } }