Beispiel #1
0
    void AddDraggedAssetToPack(PackSettings.Node startingNode)
    {
        Undo.RecordObject(m_EditedPack, "Added asset to pack");

        foreach (var path in DragAndDrop.paths)
        {
            string fullPath   = path.Replace("Assets", Application.dataPath).Replace('\\', '/');
            string parentPath = fullPath.Substring(0, fullPath.LastIndexOf('/'));

            string[] allFiles = null;

            if (File.GetAttributes(fullPath).HasFlag(FileAttributes.Directory))
            {
                allFiles = Directory.GetFiles(fullPath, "*.*", SearchOption.AllDirectories);
            }
            else
            {
                allFiles = new string[] { fullPath }
            };

            foreach (var file in allFiles)
            {
                if (file.Contains(".meta"))
                {
                    continue;
                }

                string shortPath = file.Replace(parentPath, "");

                var obj = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(file.Replace(Application.dataPath, "Assets"));

                m_EditedPack.InsertPathIntoTree(shortPath, obj, startingNode);
            }
        }

        Reload();
    }

    void MoveDraggedObject(PackSettings.Node newParent)
    {
        Undo.RecordObject(m_EditedPack, "Move Object");

        foreach (var entry in m_DraggedItem)
        {
            ArrayUtility.Remove(ref entry.nodeEntry.parent.children, entry.nodeEntry);

            entry.nodeEntry.parent = newParent;
            ArrayUtility.Add(ref entry.nodeEntry.parent.children, entry.nodeEntry);
        }

        Reload();
    }
Beispiel #2
0
    void CreateFolderInsideItem(object item)
    {
        PackTreeItem packItem = item as PackTreeItem;

        //TODO : check if a New Folder already exist under that parent to don't have 2 folder named the same
        PackSettings.Node n = new PackSettings.Node()
        {
            name = "New Folder", parent = packItem.nodeEntry
        };

        ArrayUtility.Add(ref packItem.nodeEntry.children, n);

        Reload();
    }
Beispiel #3
0
    TreeViewItem RecursiveAddItem(PackSettings.Node node, int level)
    {
        //hashcode is not unique but that should be enough her, hopefully. Need to have consistent ID across reload
        //as otherwise selected thing get lost.
        TreeViewItem ret = new PackTreeItem()
        {
            id = node.id, displayName = node.name, nodeEntry = node, icon = s_Icons[node.obj == null ? 0 : 1]
        };

        currentTopID += 1;

        for (int i = 0; i < node.children.Length; ++i)
        {
            ret.AddChild(RecursiveAddItem(node.children[i], level + 1));
        }

        return(ret);
    }
Beispiel #4
0
    protected override void ContextClicked()
    {
        if (m_EditedPack == null)
        {
            return;
        }

        GenericMenu menu = new GenericMenu();

        menu.AddItem(new GUIContent("Create New Folder..."), false, () =>
        {
            PackSettings.Node n = new PackSettings.Node()
            {
                name = "New Folder", parent = m_EditedPack.root
            };
            ArrayUtility.Add(ref m_EditedPack.root.children, n);
            Reload();
        });

        menu.ShowAsContext();

        Repaint();
    }
    //path part is optional, only used by the deserialization to keep id coherent across reload
    public void InsertPathIntoTree(string path, Object obj, Node startNode, FileEntry.PathPartData[] pathParts = null)
    {
        string[] pathBreak     = path.Split(new char[] { '\\', '/' }, StringSplitOptions.RemoveEmptyEntries);
        var      currentParent = startNode;

        //Don't go until the end, as the end is the file.
        for (int p = 0; p < pathBreak.Length - 1; ++p)
        {
            Node found = null;
            FileEntry.PathPartData part = null;

            if (pathParts != null && pathParts.Length > p)
            {
                part = pathParts[p];
            }

            for (int i = 0; i < currentParent.children.Length; ++i)
            {
                var child = currentParent.children[i];

                if (child.name == pathBreak[p])
                {
                    found = child;
                    break;
                }
            }

            // if found, we make it the new level, otherwise we create a new children and set it as new level
            if (found != null)
            {
                currentParent = found;
            }
            else
            {
                Node node = new PackSettings.Node()
                {
                    parent = currentParent, name = pathBreak[p]
                };

                ArrayUtility.Add(ref currentParent.children, node);

                currentParent = node;
            }

            if (part != null)
            {
                currentParent.id = part.id;
            }
        }

        bool fileExist = false;

        //..but first check if the cart isn't already part of the children
        for (int i = 0; i < currentParent.children.Length; ++i)
        {
            if (currentParent.children[i].obj == obj)
            {
                fileExist = true;
                break;
            }
        }

        if (!fileExist)
        {
            Node objNode = new Node()
            {
                name = pathBreak[pathBreak.Length - 1], parent = currentParent, obj = obj
            };

            if (pathParts != null)
            {
                objNode.id = pathParts[pathParts.Length - 1].id;
            }

            ArrayUtility.Add(ref currentParent.children, objNode);
        }
    }