public static CreateGameObjectOption Prefab(HierarchyPropertyCache assetDatabaseEntry) { var option = Asset(assetDatabaseEntry); option.value = option.InstantiatePrefab; return(option); }
private static CreateGameObjectOption Asset(HierarchyPropertyCache assetDatabaseEntry) { var option = new CreateGameObjectOption(); option.assetDatabaseEntry = assetDatabaseEntry; option.label = assetDatabaseEntry.name; option.getIcon = option.GetAssetIcon; option.assetPath = assetDatabaseEntry.assetPath; option.assetFolder = PathUtility.NaiveNormalize(Path.GetDirectoryName(option.assetPath)); return(option); }
public static bool TryGetPreview(HierarchyPropertyCache hierarchyProperty, out Texture2D preview) { preview = null; if (!hierarchyProperty.hasFullPreviewImage) { return(false); } return(GetPreview(hierarchyProperty.instanceID)); }
private bool IncludeAsset(HierarchyPropertyCache asset) { if (PeekPlugin.Configuration.createFolderBlacklist.Count == 0) { return(true); } var path = PathUtility.NaiveNormalize(asset.assetPath).Trim().ToLowerInvariant(); foreach (var blacklisted in PeekPlugin.Configuration.createFolderBlacklist) { var _blacklisted = PathUtility.NaiveNormalize(blacklisted).Trim().ToLowerInvariant(); if (PathUtility.NaiveContains(_blacklisted, path, true)) { return(false); } } return(true); }
public static CreateGameObjectOption Model(HierarchyPropertyCache assetDatabaseEntry) { // Models are still prefabs as far as Unity is concerned return(Prefab(assetDatabaseEntry)); }
public static bool HasPreview(HierarchyPropertyCache target) { return(TryGetPreview(target, out var preview)); }