Beispiel #1
0
        private static void ApplyFilter(Dictionary <string, FR2_Ref> refs, FR2_Asset asset)
        {
            string targetPath = AssetDatabase.GUIDToAssetPath(asset.guid);

            if (string.IsNullOrEmpty(targetPath))
            {
                return;                 // asset not found - might be deleted!
            }

            //asset being moved!
            if (targetPath != asset.assetPath)
            {
                asset.LoadAssetInfo();
            }

            Object target = AssetDatabase.LoadAssetAtPath(targetPath, typeof(Object));

            if (target == null)
            {
                Debug.LogWarning("target is null");
                return;
            }

            bool targetIsGameobject = target is GameObject;

            if (targetIsGameobject)
            {
                foreach (GameObject item in FR2_Unity.getAllObjsInCurScene())
                {
                    if (FR2_Unity.CheckIsPrefab(item))
                    {
                        string itemGUID = FR2_Unity.GetPrefabParent(item);
                        // Debug.Log(item.name + " itemGUID: " + itemGUID);
                        // Debug.Log(target.name + " asset.guid: " + asset.guid);
                        if (itemGUID == asset.guid)
                        {
                            Add(refs, item, 1);
                        }
                    }
                }
            }

            string dir = Path.GetDirectoryName(targetPath);

            if (FR2_SceneCache.Api.folderCache.ContainsKey(dir))
            {
                foreach (Component item in FR2_SceneCache.Api.folderCache[dir])
                {
                    if (FR2_SceneCache.Api.cache.ContainsKey(item))
                    {
                        foreach (FR2_SceneCache.HashValue item1 in FR2_SceneCache.Api.cache[item])
                        {
                            if (targetPath == AssetDatabase.GetAssetPath(item1.target))
                            {
                                Add(refs, item, 1);
                            }
                        }
                    }
                }
            }
        }
Beispiel #2
0
        public void refreshCache(IWindow window)
        {
            if (window == null)
            {
                return;
            }

            // if(!ready) return;
            this.window = window;

            _cache             = new Dictionary <Component, HashSet <HashValue> >();
            folderCache        = new Dictionary <string, HashSet <Component> >();
            prefabDependencies = new Dictionary <GameObject, HashSet <string> >();

            ready = false;

            List <GameObject> listRootGO = null;

#if SUPPORT_NESTED_PREFAB
            if (PrefabStageUtility.GetCurrentPrefabStage() != null)
            {
                GameObject rootPrefab = PrefabStageUtility.GetCurrentPrefabStage().prefabContentsRoot;
                if (rootPrefab != null)
                {
                    listRootGO = new List <GameObject> {
                        rootPrefab
                    };
                }
            }
#else
#endif
            if (listRootGO == null)
            {
                listGO = FR2_Unity.getAllObjsInCurScene().ToList();
            }
            else
            {
                listGO = new List <GameObject>();
                foreach (GameObject item in listRootGO)
                {
                    listGO.AddRange(FR2_Unity.getAllChild(item, true));
                }
            }

            total   = listGO.Count;
            current = 0;
            // Debug.Log("refresh cache total " + total);
            EditorApplication.update -= OnUpdate;
            EditorApplication.update += OnUpdate;

            // foreach (var item in FR2_Helper.getAllObjsInCurScene())
            // {
            //     // Debug.Log("object in scene: " + item.name);
            //     Component[] components = item.GetComponents<Component>();
            //     foreach (var com in components)
            //     {
            //         if(com == null) continue;
            //         SerializedObject serialized = new SerializedObject(com);
            //         SerializedProperty it = serialized.GetIterator().Copy();
            //         while (it.NextVisible(true))
            //         {

            //             if (it.propertyType != SerializedPropertyType.ObjectReference) continue;
            //             if (it.objectReferenceValue == null) continue;

            //          if(!_cache.ContainsKey(com)) _cache.Add(com, new HashSet<SerializedProperty>());
            //          if(!_cache[com].Contains(it))
            //              _cache[com].Add(it.Copy());
            //         }
            //     }
            // }
            Dirty = false;
        }