init unity
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8
Assets/DreCon/Editor.meta
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8
Assets/DreCon/Editor.meta
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46
Assets/DreCon/Editor/FindMissingScripts.cs
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46
Assets/DreCon/Editor/FindMissingScripts.cs
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using UnityEngine;
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using UnityEditor;
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public class FindMissingScripts : EditorWindow
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{
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[MenuItem("Window/FindMissingScripts")]
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public static void ShowWindow()
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{
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EditorWindow.GetWindow(typeof(FindMissingScripts));
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}
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public void OnGUI()
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{
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if (GUILayout.Button("Find Missing Scripts in selected prefabs"))
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{
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FindInSelected();
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}
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}
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private static void FindInSelected()
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{
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GameObject[] go = Selection.gameObjects;
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int go_count = 0, components_count = 0, missing_count = 0;
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foreach (GameObject g in go)
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{
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go_count++;
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Component[] components = g.GetComponents<Component>();
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for (int i = 0; i < components.Length; i++)
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{
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components_count++;
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if (components[i] == null)
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{
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missing_count++;
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string s = g.name;
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Transform t = g.transform;
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while (t.parent != null)
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{
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s = t.parent.name + "/" + s;
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t = t.parent;
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}
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Debug.Log(s + " has an empty script attached in position: " + i, g);
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}
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}
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}
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Debug.Log(string.Format("Searched {0} GameObjects, {1} components, found {2} missing", go_count, components_count, missing_count));
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}
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}
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11
Assets/DreCon/Editor/FindMissingScripts.cs.meta
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11
Assets/DreCon/Editor/FindMissingScripts.cs.meta
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Assets/DreCon/_TerrainAutoUpgrade.meta
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8
Assets/DreCon/_TerrainAutoUpgrade.meta
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