Example #1
0
 public void AddResultsFromSubsearch(SearchItem parentItem, SearchResultGroup resultsGroup)
 {
     foreach (SearchResult result in resultsGroup.results)
     {
         MatchFound(result, parentItem);
     }
 }
Example #2
0
        public void OnSearchComplete()
        {
            bool foundNull = true;

            while (foundNull)
            {
                foundNull = results.Remove(null);
            }
            int pages = Mathf.CeilToInt((float)resultsCount / (float)resultsPerPage);

            pageNames = new String[pages];
            for (int i = 0; i < pages; i++)
            {
                pageNames[i] = (i + 1).ToString();
            }

            int items = 1;

            for (int i = 0; i < results.Count; i++)
            {
                SearchResultGroup result = results[i];
                result.startIndex = items - 1;
                // items += result.results.Count;
                // Debug.Log("[SearchResultSet] result:"+i+" startIndex:"+result.startIndex+" endIndex:"+result.endIndex);
                for (int j = 0; j < result.results.Count; j++)
                {
                    SearchResult sr = result.results[j];
                    sr.recordNum = items++;
                }
                result.endIndex = items - 1;
            }
        }
Example #3
0
        public void Add(SearchResult result, SearchItem item)
        {
            SearchResultGroup resultGroup = results[item.sortIndex];

            resultGroup.AddResult(result);
            result.resultSet = this;
            resultsCount++;
        }
Example #4
0
        public void Add(SearchResult result, SearchItem item)
        {
            SearchResultGroup resultGroup = results[item.sortIndex];

            // for(int i = 0; i < 10;i++)
            // {
            resultGroup.AddResult(result);
            resultsCount++;
            // }
        }
        static void replaceInstances(SearchJob parentJob, SearchItem item, GameObject oldValue, GameObject newValue)
        {
            SearchItemSet searchSet = new SearchItemSet();

            searchSet.OnDeserialization();
            searchSet.AddNew(Keys.Global, false);
            SearchItemGlobal searchItem = (SearchItemGlobal)searchSet.items[0];

            searchItem.SetType("Object");
            DynamicTypeObject dto = (DynamicTypeObject)searchItem.GetDTDFor(typeof(UnityEngine.Object));

            dto.SearchSubObjects = true;
            dto.SetObject(oldValue);
            ReplaceItemObject replaceItem = (ReplaceItemObject)dto.ReplaceItem;

            replaceItem.SetObject(newValue);

            SearchOptions options = new SearchOptions();

            options.searchType = SearchType.SearchAndReplace;

            // does this matter anymore since asset scope is now essentially defined by what assets are passed in?
            SearchScopeData searchScope = new SearchScopeData(ProjectScope.SpecificLocation, AssetScope.Prefabs, new ObjectID(AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(parentJob.assetData.assetPath)), false, parentJob.scope.loadPrefab);
            SearchJob       subJob      = new SearchJob(searchSet, options, searchScope);
            SearchAssetData assetData   = parentJob.assetData.Clone();

            subJob.AddAsset(assetData);
            subJob.Execute();

            // Now that we've executed the job we have to save a list of all objects from search results, because as soon as
            // we swap out the new object, the old object's position may shift in the hierarchy, making the PathInfo stale.
            SearchResultGroup         group         = subJob.resultSet.results[searchItem.sortIndex];
            List <UnityEngine.Object> resultObjects = new List <Object>();

            foreach (SearchResult result in group.results)
            {
                UnityEngine.Object resultObj = EditorUtility.InstanceIDToObject(result.pathInfo.objectID);
                resultObjects.Add(resultObj);
            }
            UnityEngine.Object.DestroyImmediate(oldValue);

            // now that we've deleted the object, let's rebuild the objects.
            for (int i = 0; i < resultObjects.Count; i++)
            {
                SearchResult result = group.results[i];
                result.pathInfo = PathInfo.GetPathInfo(resultObjects[i], assetData);
            }

            parentJob.AddResultsFromSubsearch(item, subJob.resultSet.results[searchItem.sortIndex]);
        }
Example #6
0
        int getStartGroup(int start)
        {
            for (int i = 0; i < results.Count; i++)
            {
                SearchResultGroup result = results[i];
                if (result.startIndex <= start && result.endIndex >= start)
                {
                    // Debug.Log("[SearchResultSet] getStartGroup:"+i+ " start:"+start);
                    return(i);
                }
            }

            return(results.Count - 1);
        }
Example #7
0
 void drawPage()
 {
     if (resultsCount == 0)
     {
         return;
     }
     else
     {
         // Debug.Log("[SearchResultSet] start:"+start+" end:"+end);
         int itemsDrawn         = 0;
         int itemsToDraw        = end - start;
         int itemsIndex         = start;
         int currentResultIndex = getStartGroup(start);
         // Debug.Log("[SearchResultSet] drawing from result: "+currentResultIndex+ " itemsToDraw:"+itemsToDraw+" itemsIndex:"+itemsIndex + " resultsCount:"+resultsCount);
         while (itemsDrawn < itemsToDraw)
         {
             SearchResultGroup currentResult = results[currentResultIndex];
             // Debug.Log("[SearchResultSet] itemsIndex:"+itemsIndex + " currentResult.startIndex"+ currentResult.startIndex);
             int groupIndex         = itemsIndex - currentResult.startIndex;
             int itemsToDrawInGroup = Math.Min(itemsToDraw - itemsDrawn, currentResult.results.Count - groupIndex);
             currentResult.Draw(groupIndex, itemsToDrawInGroup);
             itemsDrawn += itemsToDrawInGroup;
             itemsIndex += itemsToDrawInGroup;
             currentResultIndex++;
         }
         //Draw any empty results until the next record is found.
         bool foundResults = false;
         int  tries        = 0;
         do
         {
             if (currentResultIndex < results.Count)
             {
                 SearchResultGroup currentResult = results[currentResultIndex];
                 if (currentResult.results.Count == 0)
                 {
                     currentResult.Draw(0, 0);
                     //keep going.
                     currentResultIndex++;
                 }
                 else
                 {
                     //we found a non-empty result, exit.
                     foundResults = true;
                 }
             }
             tries++;
         }while(!foundResults && tries < 10);
     }
 }
Example #8
0
        public void Select(SearchResult result, bool shiftSelect, bool ctrlSelect)
        {
            bool selectInProject = shiftSelect || ctrlSelect;

            if (ctrlSelect)
            {
                //modify the selection.
                if (selection.Contains(result))
                {
                    selection.Remove(result);
                    result.Selected = false;
                }
                else
                {
                    selection.Add(result);
                }
            }
            else if (shiftSelect)
            {
                Deselect();
                if (selection.Count > 0)
                {
                    SearchResult firstResult = selection[0];
                    SearchResult lastResult  = result;
                    if (firstResult.recordNum > lastResult.recordNum)
                    {
                        // change places!
                        var tmp = lastResult;
                        lastResult  = firstResult;
                        firstResult = tmp;
                    }
                    selection.Clear();
                    if (firstResult == lastResult)
                    {
                        selection.Add(firstResult);
                    }
                    else
                    {
                        int  index                     = firstResult.resultGroup.results.IndexOf(firstResult);
                        bool completed                 = false;
                        int  infiniteLoopCheck         = 0;
                        SearchResultGroup currentGroup = firstResult.resultGroup;

                        while (!completed)
                        {
                            SearchResult nextResult = currentGroup.results[index];
                            selection.Add(nextResult);
                            if (nextResult == lastResult)
                            {
                                completed = true;
                            }
                            else
                            {
                                index++;
                                if (currentGroup.results.Count == index)
                                {
                                    currentGroup = results[results.IndexOf(currentGroup) + 1];
                                    index        = 0;
                                }
                            }
                            infiniteLoopCheck++;
                            if (infiniteLoopCheck == 100)
                            {
                                completed = true;
                            }
                        }
                    }
                }
                else
                {
                    // There is no selection! This is now the selection.
                    selection.Add(result);
                }
            }
            else
            {
                // standard selection
                Deselect();
                selection.Clear();
                selection.Add(result);
            }
            applySelection(selectInProject);
        }