private static bool RevealAndSelectGameObjectInScene(string path, string transformPath, long objectId, long componentId) { Scene targetScene; if (!string.IsNullOrEmpty(path)) { var openResult = OpenSceneForReveal(path); if (!openResult.success) { return(false); } targetScene = openResult.scene; } else { targetScene = CSSceneTools.GetUntitledScene(); } if (!targetScene.IsValid()) { Debug.LogError(Maintainer.ConstructError("Target scene is not valid or not found! Scene path: " + path + ", looked for ObjectID " + objectId + "!")); return(false); } var target = CSObjectTools.FindGameObjectInScene(targetScene, objectId, transformPath); if (target == null) { Debug.LogError(Maintainer.ConstructError("Couldn't find target Game Object " + transformPath + " at " + path + " with ObjectID " + objectId + "!")); return(false); } // workaround for a bug when Unity doesn't expand hierarchy in scene EditorApplication.delayCall += () => { EditorGUIUtility.PingObject(target); }; CSObjectTools.SelectGameObject(target, true); var enclosingAssetInstanceId = CSAssetTools.GetMainAssetInstanceID(path); EditorApplication.delayCall += () => { EditorGUIUtility.PingObject(enclosingAssetInstanceId); }; if (componentId != -1) { return(TryFoldAllComponentsExceptId(componentId)); } return(true); }
public static bool RevealAndSelectFileAsset(string assetPath) { var instanceId = CSAssetTools.GetMainAssetInstanceID(assetPath); if (AssetDatabase.Contains(instanceId)) { Selection.activeInstanceID = instanceId; return(true); } return(false); }
private static bool RevealAndSelectGameObjectInScene(string enclosingAssetPath, string transformPath, long objectId, long componentId) { var openResult = OpenSceneForReveal(enclosingAssetPath); if (!openResult.success) { return(false); } var target = CSObjectTools.FindGameObjectInScene(openResult.scene, objectId, transformPath); if (target == null) { Debug.LogError(Maintainer.ConstructError("Couldn't find target Game Object " + transformPath + " at " + enclosingAssetPath + " with ObjectID " + objectId + "!")); return(false); } // workaround for a bug when Unity doesn't expand hierarchy in scene EditorApplication.delayCall += () => { EditorGUIUtility.PingObject(target); }; CSObjectTools.SelectGameObject(target, true); var enclosingAssetInstanceId = CSAssetTools.GetMainAssetInstanceID(enclosingAssetPath); EditorApplication.delayCall += () => { EditorGUIUtility.PingObject(enclosingAssetInstanceId); }; if (componentId != -1) { return(TryFoldAllComponentsExceptId(componentId)); } return(true); }