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(); }
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(); }
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(); }