예제 #1
0
    private void ShowActionButton()
    {
        EditorGUI.BeginDisabledGroup(m_Asset == null);
        if (GUILayout.Button(m_Action.ToString() + " asset"))
        {
            string assetPath = AssetDatabase.GetAssetPath(m_Asset);
            bool   needSave  = false;

            switch (m_Action)
            {
            case AssetAction.Copy:
            case AssetAction.Move:
                if (m_Directory != null)
                {
                    string directoryPath = AssetDatabase.GetAssetPath(m_Directory);
                    directoryPath += "/" + GetAssetFullName(assetPath);
                    //assetPath == directoryPath
                    if (assetPath.Equals(directoryPath))
                    {
                        Debug.LogError("Cannot " + m_Action.ToString() + " since path are the same!");
                        return;
                    }

                    if (m_Action == AssetAction.Copy)
                    {
                         
                            needSave = AssetDatabase.CopyAsset(assetPath, directoryPath);
                    }
                    else
                    {
                        needSave = string.IsNullOrEmpty(AssetDatabase.MoveAsset(assetPath, directoryPath));
                    }
                }
                break;

            case AssetAction.Open:
                //quel asset? Quelle ligne(facultatif)
                AssetDatabase.OpenAsset(m_Asset, 50);
                break;

            case AssetAction.Rename:
                if (!string.IsNullOrEmpty(m_Rename))
                {
                    needSave = string.IsNullOrEmpty(AssetDatabase.RenameAsset(assetPath, m_Rename));
                }
                break;
            }

            if (needSave)
            {
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }
        EditorGUI.EndDisabledGroup();
    }
예제 #2
0
    private void ShowActionButton()
    {
        EditorGUI.BeginDisabledGroup(m_Asset == null);
        if (GUILayout.Button(m_Actions.ToString() + " asset"))
        {
            string assetPath = AssetDatabase.GetAssetPath(m_Asset);

            bool needSave = false; // Ceci est pour Save/Refresh après une opération

            switch (m_Actions)
            {
            case AssetAction.Copy:
            case AssetAction.Move:
                if (m_Directory != null)
                {
                    string directoryPath = AssetDatabase.GetAssetPath(m_Directory);
                    directoryPath += "/" + GetAssetFullName(assetPath);
                    if (assetPath.Equals(directoryPath))
                    {
                        Debug.LogError("Cannot " + m_Actions.ToString() + " since paths are the same!");
                        return;
                    }
                    if (m_Actions == AssetAction.Copy)
                    {
                        needSave = AssetDatabase.CopyAsset(assetPath, directoryPath);
                    }
                    else
                    {
                        needSave = string.IsNullOrEmpty(AssetDatabase.MoveAsset(assetPath, directoryPath));
                    }
                }
                break;

            case AssetAction.Open:
                AssetDatabase.OpenAsset(m_Asset);
                break;

            case AssetAction.Rename:
                if (!string.IsNullOrEmpty(m_Rename))
                {
                    needSave = string.IsNullOrEmpty(AssetDatabase.RenameAsset(assetPath, m_Rename));
                }
                break;
            }
            if (needSave)
            {
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }
        EditorGUI.EndDisabledGroup();
    }
예제 #3
0
    private void OnGUI()
    {
        m_AssetObject = EditorGUILayout.ObjectField("Asset Object", m_AssetObject, typeof(Object), false);

        if (GUILayout.Button("Show Asset Path"))
        {
            if (m_AssetObject != null)
            {
                //Va nous donner le chemin d'acces a partir de 'Assets/...'
                string assetPath = AssetDatabase.GetAssetPath(m_AssetObject);
                string extension = Path.GetExtension(assetPath);
                // GUID est un ID (identifiant) généré automatiquement par unity lors de son importation et ne changera jamais.
                //tres utile quand on veut une référence sur un asset même si ce dernier se fais déplace/renommer
                Debug.Log(assetPath + " | " + extension + " | " + AssetDatabase.AssetPathToGUID(assetPath));
            }
        }
        m_AssetAction = (AssetAction)EditorGUILayout.EnumPopup("Action", m_AssetAction);
        ShowActionParameters();
        EditorGUI.BeginDisabledGroup(m_AssetObject == null);
        if (GUILayout.Button(m_AssetAction.ToString() + " asset"))
        {
            string assetPath = AssetDatabase.GetAssetPath(m_AssetObject);
            bool   needSave  = false;
            switch (m_AssetAction)
            {
            case AssetAction.Copy:
            case AssetAction.Move:
                //TODO Prochain cours!!!
                break;

            case AssetAction.Rename:
                if (!string.IsNullOrEmpty(m_Rename))
                {
                    // permet de renommer un string si aucune erreur, renboit string vide
                    string renameMessage = AssetDatabase.RenameAsset(assetPath, m_Rename);
                    needSave = string.IsNullOrEmpty(renameMessage);
                }
                break;

            case AssetAction.Open:
                //Permet d'ouvrir un asset delon le type de l'objet. unity se charge de l'ouvrir selon le bon programme
                AssetDatabase.OpenAsset(m_AssetObject);
                break;
            }
            if (needSave)
            {
                //Rafraici l'assetDatabase pour etre sur que tout est a jour
                AssetDatabase.Refresh();
                //Sauvegarde tous les changements dans l'assetdatabase
                AssetDatabase.SaveAssets();
            }
        }
        EditorGUI.EndDisabledGroup();
    }