// Spawns assets with name from function above private void SpawnAsset(string AssetName) { int x = 40; int y = -40; ClearAssetPanels(); if (AssetName != null) { // Load all objects from folder ObjectsList = Resources.LoadAll(AssetName, typeof(GameObject)); GameObject AssetPanel; // Make a panel sprite for every object in the folder foreach (GameObject obj in ObjectsList) { // Create Panel AssetPanel = Instantiate(PanelPrefab, ObjectListContentPanel.transform); // Add Asset to panel and name under panel SelectAsset panelData = AssetPanel.GetComponent <SelectAsset>(); panelData.Asset = obj; panelData.AssetNameText = obj.name; // Set position of Panel RectTransform rt = AssetPanel.GetComponent <RectTransform>(); rt.anchoredPosition = new Vector2(x, y); // Set Preview Sprite of Panel SetPanelSprite(AssetPanel, obj, Color.black); } } }
public static void Dirty() { // 排序后再序列化,保证节点ID按顺序生成 SelectTree.SortList(); SelectTree.RefreshDebugID(); SelectAsset.Serialize(SelectTree); EditorUtility.SetDirty(SelectAsset); if (onNeedRepaint != null) { onNeedRepaint(); } }