private static void CheckFileDirTextureTest() { List <string> listPath = new List <string>(); List <Texture> listText = new List <Texture>(); string Path = ""; CheckSelectionFileDir(ref Path); Debug.Log(Path); listPath.Add(Path); var guid2 = AssetDatabase.FindAssets("t:texture2D", listPath.ToArray()); foreach (var guid in guid2) { Debug.Log(AssetDatabase.GUIDToAssetPath(guid)); Texture tex = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid), typeof(Texture)) as Texture; listText.Add(tex); } List <Texture> ltex = TextureAssetValidation.ValidateTextures(listText.ToArray()); if (ltex.Count > 0) { EditorUtility.DisplayDialog("Performance Warning", "Some of the selected assets exceed the performance guidelines set for the project. Look in the Console Window for details.", "Thanks!"); EditorApplication.ExecuteMenuItem("Window/Console"); } else { EditorUtility.DisplayDialog("Passed", "All of the selected textures conform to their rules and are deemed suitable for shipping.", "Woo hoo!"); } }
private static void CheckSelectedTexture() { var selectedTextures = Selection.objects.Where(x => x is Texture).Cast <Texture>(); List <Texture> listTex = TextureAssetValidation.ValidateTextures(selectedTextures.ToArray()); if (listTex.Count > 0) { EditorUtility.DisplayDialog("Performance Warning", "Some of the selected assets exceed the performance guidelines set for the project. Look in the Console Window for details.", "Thanks!"); EditorApplication.ExecuteMenuItem("Window/Console"); } else { EditorUtility.DisplayDialog("Passed", "All of the selected textures conform to their rules and are deemed suitable for shipping.", "Woo hoo!"); } }