Example #1
0
        protected virtual void OnGUISearchAssetType()
        {
            if (m_IgnoreScearchAssetType)
            {
                return;
            }

            EditorGUILayout.DropdownButton(m_FilterByType, FocusType.Passive, EditorStyles.largeLabel, GUILayout.ExpandWidth(false));
            m_SearchAssetType = (SearchAssetType)EditorGUILayoutUtil.EnumPopup(m_SearchAssetType, m_PopupStyle, GUILayout.Width(m_FilterByTypeWith));
        }
Example #2
0
        public static void ForeachPrefabAndScene(Action <UnityObject, string> action, bool showProgress, string[] searchInFolders = null, SearchAssetType searchType = SearchAssetType.All)
        {
            string filter;

            switch (searchType)
            {
            case SearchAssetType.Prefab: filter = "t:Prefab"; break;

            case SearchAssetType.Scene: filter = "t:Scene"; break;

            default: filter = "t:Prefab t:Scene"; break;
            }
            ;
            var guids = AssetDatabase.FindAssets(filter, searchInFolders);
            var count = guids.Length;

            if (showProgress)
            {
                EditorUtility.DisplayCancelableProgressBar("Progress Assets", $"0/{count}", 0);
            }
            try
            {
                for (var i = 0; i < count; i++)
                {
                    if (showProgress)
                    {
                        if (EditorUtility.DisplayCancelableProgressBar("Progress Assets", $"{i}/{count}", i / (float)count))
                        {
                            break;
                        }
                    }
                    var path = AssetDatabase.GUIDToAssetPath(guids[i]);
                    var go   = AssetDatabase.LoadAssetAtPath <UnityObject>(path);
                    action(go, path);
                }
            }
            finally
            {
                EditorUtility.ClearProgressBar();
            }
        }