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(); }
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); }