예제 #1
0
 void ShowTest()
 {
     pos = EditorGUILayout.BeginScrollView(pos);
     //                if (_readyToFind != null) {
     //                        for(int i = 0;i < _readyToFind.Count;i++){
     //                                EditorGUILayout.LabelField(_readyToFind[i]);
     //                        }
     //                }
     //
     //                if (_prefabs != null) {
     //                        for(int i = 0;i < _prefabs.Count;i++){
     //
     //                                EditorGUILayout.LabelField(_prefabs[i]._prefabPath);
     //                                _prefabs[i]._showDependencies = EditorGUILayout.Toggle(_prefabs[i]._showDependencies);
     //                                if(_prefabs[i]._showDependencies && _prefabs[i]._dependencies!=null){
     //                                        for(int x = 0;x<_prefabs[i]._dependencies.Count;x++){
     //                                                EditorGUILayout.LabelField(_prefabs[i]._dependencies[x]);
     //                                        }
     //                                }
     //                        }
     //                }
     if (_AssetUsedData != null)
     {
         _AssetUsedData.OnGUI();
     }
     EditorGUILayout.EndScrollView();
 }
예제 #2
0
파일: FindAssetsUsed.cs 프로젝트: ZxIce/Usb
    void ShowTest()
    {
        bool change = false;

        EditorGUILayout.BeginHorizontal();
        if (_AssetType != null)
        {
            _SelectAssetType = EditorGUILayout.Popup("查询文件类型:", _SelectAssetType, _AssetType, GUILayout.MaxWidth(300));
            if (GUI.changed)
            {
                change = true;
                EditorGUILayout.EndHorizontal();
                _artFindSet._onlyShowNoUsed = false;
                _AllAssetsData.GetDepend(_SelectAssetType, _prefabs);
            }
        }
        if (!change)
        {
            EditorGUILayout.EndHorizontal();
        }
        if (_AssetUsedData != null)
        {
            if (GUILayout.Button("查看全局数据"))
            {
                _AssetUsedData = null;
            }
            if (_AssetUsedData != null)
            {
                _AssetUsedData.OnGUI();
            }
        }
        if (_AssetUsedData == null && _SelectAssetType != -1)
        {
            _artFindSet._onlyShowNoUsed = EditorGUILayout.Toggle(!_artFindSet._onlyShowNoUsed?"显示使用的":"显示未使用的", _artFindSet._onlyShowNoUsed);
            EditorGUILayout.LabelField(_AssetType[_SelectAssetType] + "总资源数:" + _AllAssetsData._data[_SelectAssetType]._allAssets);
            EditorGUILayout.LabelField(_AssetType[_SelectAssetType] + "被使用数:" + _AllAssetsData._data[_SelectAssetType]._allUsedAssets);
            EditorGUILayout.LabelField(_AssetType[_SelectAssetType] + "未使用数:" + _AllAssetsData._data[_SelectAssetType]._allUnUsedAssets);
            pos = EditorGUILayout.BeginScrollView(pos);
            _AllAssetsData.OnGUI(_SelectAssetType, _artFindSet);
            EditorGUILayout.EndScrollView();
        }
    }