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 allows you to search for Assets. The string
argument can
provide names, labels or types (classnames). The filter string can include:
Name: Filter assets by their filename (without extension). Words separated by whitespace
are treated as a separate name searches. So, for example "test asset"
, is a name of an Asset which will
be searched for. Note that name:
can be used to identify an asset. Further, the name
used in the filter string
can be specified as a subsection. For example the test asset
example
above can be matched using test
.
Labels: Assets can have labels attached to them. Assets with particular labels can be
found use the keyword 'l:' before each label. This indicates that the string is
searching for labels.
Types: Find assets based on explicitly identified types. The keyword 't:' is used as a
way to specify that typed assets are being looked for. If more than one type is included
in the filter string
then assets that match one class will be returned. Types can
either be builtin types such as Texture2D
or user created script classes. User created
classes are assets created from a ScriptableObject class in the project. If all assets are
wanted use Object
as all assets derive from Object. Specifying one or more folders
using the searchInFolders
argument will limit the searching to these folders and their
child folders. This is faster than searching all assets in all folders.
Note: Searching is case insensitive.
Use AssetDatabase.GUIDToAssetPath to get asset paths and AssetDatabase.LoadAssetAtPath
to load an asset.
@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);
}
}
}