internal void Show(UnityObject obj, Type[] requiredTypes, UnityObject objectBeingEdited, bool allowSceneObjects, List <int> allowedInstanceIDs = null, Action <UnityObject> onObjectSelectorClosed = null, Action <UnityObject> onObjectSelectedUpdated = null) { m_ObjectSelectorReceiver = null; m_AllowSceneObjects = allowSceneObjects; m_IsShowingAssets = true; m_SkipHiddenPackages = true; m_AllowedIDs = allowedInstanceIDs; m_ObjectBeingEdited = objectBeingEdited; m_LastSelectedInstanceId = obj?.GetInstanceID() ?? 0; m_SelectionCancelled = false; m_OnObjectSelectorClosed = onObjectSelectorClosed; m_OnObjectSelectorUpdated = onObjectSelectedUpdated; // Do not allow to show scene objects if the object being edited is persistent if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited)) { m_AllowSceneObjects = false; } // Set which tab should be visible at startup if (m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } // Set the right tab visible (so we can see our selection) m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { foreach (var requiredType in requiredTypes) { m_IsShowingAssets &= (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } } else { m_IsShowingAssets = true; } // Set member variables m_DelegateView = GUIView.current; // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified if (m_RequiredTypes == null) { m_RequiredTypes = new string[requiredTypes.Length]; } for (int i = 0; i < requiredTypes.Length; i++) { if (requiredTypes[i] != null) { m_RequiredTypes[i] = typeof(ScriptableObject).IsAssignableFrom(requiredTypes[i]) || typeof(MonoBehaviour).IsAssignableFrom(requiredTypes[i]) ? requiredTypes[i].FullName : requiredTypes[i].Name; } } m_SearchFilter = ""; m_OriginalSelection = obj; m_ModalUndoGroup = Undo.GetCurrentGroup(); // Show custom selector if available if (ObjectSelectorSearch.HasEngineOverride()) { m_SearchSessionHandler.BeginSession(() => { return(new SearchService.ObjectSelectorSearchContext { currentObject = obj, editedObjects = m_EditedProperty != null ? m_EditedProperty.serializedObject.targetObjects : new[] { objectBeingEdited }, requiredTypes = requiredTypes, requiredTypeNames = m_RequiredTypes, allowedInstanceIds = allowedInstanceIDs, visibleObjects = allowSceneObjects ? SearchService.VisibleObjects.All : SearchService.VisibleObjects.Assets, }); }); Action <UnityObject> onSelectionChanged = selectedObj => { m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID(); NotifySelectionChanged(false); }; Action <UnityObject, bool> onSelectorClosed = (selectedObj, canceled) => { m_SearchSessionHandler.EndSession(); if (canceled) { // Undo changes we have done in the ObjectSelector Undo.RevertAllDownToGroup(m_ModalUndoGroup); m_LastSelectedInstanceId = 0; m_SelectionCancelled = true; } else { m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID(); NotifySelectionChanged(false); } m_EditedProperty = null; NotifySelectorClosed(false); }; if (m_SearchSessionHandler.SelectObject(onSelectorClosed, onSelectionChanged)) { return; } else { m_SearchSessionHandler.EndSession(); } } // Freeze to prevent flicker on OSX. // Screen will be updated again when calling // SetFreezeDisplay(false) further down. ContainerWindow.SetFreezeDisplay(true); var shouldRepositionWindow = m_Parent != null; ShowWithMode(ShowMode.AuxWindow); string text = "Select " + (requiredTypes[0] == null ? m_RequiredTypes[0] : requiredTypes[0].Name); for (int i = 1; i < requiredTypes.Length; i++) { text += (i == requiredTypes.Length - 1 ? " or " : ", ") + (requiredTypes[i] == null ? m_RequiredTypes[i] : requiredTypes[i].Name); } titleContent = EditorGUIUtility.TrTextContent(text); // Deal with window size if (shouldRepositionWindow) { m_Parent.window.LoadInCurrentMousePosition(); m_Parent.window.FitWindowToScreen(true); } Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position; p.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200); p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390); position = p; minSize = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin); maxSize = new Vector2(10000, 10000); SetupPreview(); // Focus Focus(); ContainerWindow.SetFreezeDisplay(false); m_FocusSearchFilter = true; // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls. if (m_Parent != null) { m_Parent.AddToAuxWindowList(); } // Initial selection int initialSelection = obj != null?obj.GetInstanceID() : 0; if (initialSelection != 0) { var assetPath = AssetDatabase.GetAssetPath(initialSelection); if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath)) { m_SkipHiddenPackages = false; } } if (m_RequiredTypes.All(t => ShouldTreeViewBeUsed(t))) { m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0); } else { // To frame the selected item we need to wait to initialize the search until our window has been setup InitIfNeeded(); m_ListArea.InitSelection(new[] { initialSelection }); if (initialSelection != 0) { m_ListArea.Frame(initialSelection, true, false); } } }
internal static void ShowObjectPicker <T>(Object obj, bool allowSceneObjects, string searchFilter, ObjectSelectorReceiver objectSelectorReceiver) where T : Object { System.Type objType = typeof(T); ObjectSelector.get.Show(obj, objType, null, allowSceneObjects); ObjectSelector.get.objectSelectorReceiver = objectSelectorReceiver; ObjectSelector.get.searchFilter = searchFilter; }
internal void Show(UnityObject obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityObject> onObjectSelectorClosed, Action <UnityObject> onObjectSelectedUpdated) { m_ObjectSelectorReceiver = null; m_AllowSceneObjects = allowSceneObjects; m_IsShowingAssets = true; m_SkipHiddenPackages = true; m_AllowedIDs = allowedInstanceIDs; m_OnObjectSelectorClosed = onObjectSelectorClosed; m_OnObjectSelectorUpdated = onObjectSelectedUpdated; if (property != null) { if (requiredType == null) { ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType); // case 951876: built-in types do not actually have reflectable fields, so their object types must be extracted from the type string // this works because built-in types will only ever have serialized references to other built-in types, which this window's filter expects as unqualified names if (requiredType == null) { m_RequiredType = s_MatchPPtrTypeName.Match(property.type).Groups[1].Value; } } obj = property.objectReferenceValue; m_ObjectBeingEdited = property.serializedObject.targetObject; // Do not allow to show scene objects if the object being edited is persistent if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited)) { m_AllowSceneObjects = false; } } // Set which tab should be visible at startup if (m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } // Set the right tab visible (so we can see our selection) m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } else { m_IsShowingAssets = true; } // Set member variables m_DelegateView = GUIView.current; // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified if (requiredType != null) { m_RequiredType = typeof(ScriptableObject).IsAssignableFrom(requiredType) || typeof(MonoBehaviour).IsAssignableFrom(requiredType) ? requiredType.FullName : requiredType.Name; } m_SearchFilter = ""; m_OriginalSelection = obj; m_ModalUndoGroup = Undo.GetCurrentGroup(); // Freeze to prevent flicker on OSX. // Screen will be updated again when calling // SetFreezeDisplay(false) further down. ContainerWindow.SetFreezeDisplay(true); ShowWithMode(ShowMode.AuxWindow); titleContent = EditorGUIUtility.TrTextContent("Select " + (requiredType == null ? m_RequiredType : requiredType.Name)); // Deal with window size Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position; p.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200); p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390); position = p; minSize = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin); maxSize = new Vector2(10000, 10000); SetupPreview(); // Focus Focus(); ContainerWindow.SetFreezeDisplay(false); m_FocusSearchFilter = true; // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls. if (m_Parent != null) { m_Parent.AddToAuxWindowList(); } // Initial selection int initialSelection = obj != null?obj.GetInstanceID() : 0; if (property != null && property.hasMultipleDifferentValues) { initialSelection = 0; // don't select anything on multi selection } if (initialSelection != 0) { var assetPath = AssetDatabase.GetAssetPath(initialSelection); if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath)) { m_SkipHiddenPackages = false; } } if (ShouldTreeViewBeUsed(m_RequiredType)) { m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0); } else { // To frame the selected item we need to wait to initialize the search until our window has been setup InitIfNeeded(); m_ListArea.InitSelection(new[] { initialSelection }); if (initialSelection != 0) { m_ListArea.Frame(initialSelection, true, false); } } }
internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityEngine.Object> onObjectSelectorClosed, Action <UnityEngine.Object> onObjectSelectedUpdated) { this.m_ObjectSelectorReceiver = null; this.m_AllowSceneObjects = allowSceneObjects; this.m_IsShowingAssets = true; this.m_AllowedIDs = allowedInstanceIDs; this.m_OnObjectSelectorClosed = onObjectSelectorClosed; this.m_OnObjectSelectorUpdated = onObjectSelectedUpdated; if (property != null) { if (requiredType == null) { ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType); if (requiredType == null) { this.m_RequiredType = this.s_MatchPPtrTypeName.Match(property.type).Groups[1].Value; } } obj = property.objectReferenceValue; this.m_ObjectBeingEdited = property.serializedObject.targetObject; if (this.m_ObjectBeingEdited != null && EditorUtility.IsPersistent(this.m_ObjectBeingEdited)) { this.m_AllowSceneObjects = false; } } if (this.m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } this.m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { this.m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } else { this.m_IsShowingAssets = true; } this.m_DelegateView = GUIView.current; if (requiredType != null) { this.m_RequiredType = ((!typeof(ScriptableObject).IsAssignableFrom(requiredType) && !typeof(MonoBehaviour).IsAssignableFrom(requiredType)) ? requiredType.Name : requiredType.FullName); } this.m_SearchFilter = ""; this.m_OriginalSelection = obj; this.m_ModalUndoGroup = Undo.GetCurrentGroup(); ContainerWindow.SetFreezeDisplay(true); base.ShowWithMode(ShowMode.AuxWindow); base.titleContent = EditorGUIUtility.TrTextContent("Select " + ((requiredType != null) ? requiredType.Name : this.m_RequiredType), null, null); Rect position = this.m_Parent.window.position; position.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f); position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f); base.position = position; base.minSize = new Vector2(200f, 335f); base.maxSize = new Vector2(10000f, 10000f); this.SetupPreview(); base.Focus(); ContainerWindow.SetFreezeDisplay(false); this.m_FocusSearchFilter = true; this.m_Parent.AddToAuxWindowList(); int num = (!(obj != null)) ? 0 : obj.GetInstanceID(); if (property != null && property.hasMultipleDifferentValues) { num = 0; } if (ObjectSelector.ShouldTreeViewBeUsed(requiredType)) { this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0); } else { this.InitIfNeeded(); this.m_ListArea.InitSelection(new int[] { num }); if (num != 0) { this.m_ListArea.Frame(num, true, false); } } }