void AddObjects(string loaddir) { m_LoadDirectory = NgFile.PathSeparatorNormalize(loaddir); // if (m_bSelectMeshDialog) // m_PrefabObjects = NgAsset.GetMeshList(m_LoadDirectory, true, FXMakerLayout.m_nMaxPrefabListCount, out m_nObjectCount); // else m_PrefabObjects = NgAsset.GetPrefabList(m_LoadDirectory, false, true, FXMakerLayout.m_nMaxPrefabListCount, out m_nObjectCount); if (m_bSelectMeshDialog) { m_ObjectNodes = NgAsset.GetMeshList(m_LoadDirectory, true, FXMakerLayout.m_nMaxPrefabListCount, out m_nObjectCount); } else { m_ObjectNodes = NgAsset.GetPrefabList(m_LoadDirectory, false, true, FXMakerLayout.m_nMaxPrefabListCount, true, out m_nObjectCount); } m_ObjectContents = new GUIContent[m_nObjectCount]; // Current Select if (m_AddGameObject != null) { for (int n = 0; n < m_nObjectCount; n++) { if (m_ObjectNodes[n].m_AssetPath == AssetDatabase.GetAssetPath(m_AddPrefabObject)) { m_nObjectIndex = n; } } } BuildContents(); }