internal PrefabOverridesWindow(GameObject selectedGameObject)
        {
            m_SelectedGameObjects = new GameObject[] { selectedGameObject };
            m_TreeViewState       = new TreeViewState();
            m_TreeView            = new PrefabOverridesTreeView(selectedGameObject, m_TreeViewState, this);

            GameObject prefabAssetRoot = PrefabUtility.GetCorrespondingObjectFromSource(selectedGameObject);

            m_TreeView.SetApplyTarget(selectedGameObject, prefabAssetRoot, AssetDatabase.GetAssetPath(prefabAssetRoot));

            RefreshStatus();
        }
Esempio n. 2
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        internal PrefabOverridesWindow(GameObject selectedGameObject)
        {
            m_SelectedGameObjects = new GameObject[] { selectedGameObject };
            m_TreeViewState       = new TreeViewState();
            m_TreeView            = new PrefabOverridesTreeView(selectedGameObject, m_TreeViewState, this);

            GameObject prefabAssetRoot = PrefabUtility.GetCorrespondingObjectFromSource(selectedGameObject);

            m_TreeView.SetApplyTarget(selectedGameObject, prefabAssetRoot, AssetDatabase.GetAssetPath(prefabAssetRoot));

            // m_TreeView.SetApplyTarget already reloads the TreeView so don't do it again in RefreshStatus.
            RefreshStatus(false);
        }
        internal PrefabOverridesWindow(GameObject selectedGameObject)
        {
            m_SelectedGameObject = selectedGameObject;
            m_TreeViewState      = new TreeViewState();
            m_TreeView           = new PrefabOverridesTreeView(selectedGameObject, m_TreeViewState);

            GameObject prefabAssetRoot = PrefabUtility.GetCorrespondingObjectFromSource(m_SelectedGameObject);

            m_TreeView.SetApplyTarget(m_SelectedGameObject, prefabAssetRoot, AssetDatabase.GetAssetPath(prefabAssetRoot));

            UpdateText(prefabAssetRoot);

            m_Immutable = PrefabUtility.IsPartOfImmutablePrefab(prefabAssetRoot);
            m_InvalidComponentOnInstance = PrefabUtility.HasInvalidComponent(m_SelectedGameObject);
            m_InvalidComponentOnAsset    = PrefabUtility.HasInvalidComponent(prefabAssetRoot);
        }