public override void OnSelectionChange() { isNoticeIgnore = false; if (!FR2_Cache.isReady) { return; } if (lockSelection) { return; } if (focusedWindow == null) { return; } if (SceneUsesDrawer == null) { InitIfNeeded(); } ids = FR2_Unity.Selection_AssetGUIDs; //ignore selection on asset when selected any object in scene if (Selection.gameObjects.Length > 0 && !FR2_Unity.IsInAsset(Selection.gameObjects[0])) { ids = new string[0]; } if (IsFocusingSceneInScene) { RefSceneInScene.ResetSceneInScene(Selection.gameObjects); } if (IsFocusingUses) { SceneUsesDrawer.ResetSceneUseSceneObjects(Selection.gameObjects); } if (IsFocusingFindInScene) { RefInScene.Reset(ids, this as IWindow); } level = 0; EditorApplication.delayCall += Repaint; }
public override void OnSelectionChange() { Repaint(); isNoticeIgnore = false; if (!FR2_Cache.isReady) { return; } if (lockSelection) { return; } if (focusedWindow == null) { return; } if (SceneUsesDrawer == null) { InitIfNeeded(); } if (UsesDrawer == null) { InitIfNeeded(); } ids = FR2_Unity.Selection_AssetGUIDs; //ignore selection on asset when selected any object in scene if (Selection.gameObjects.Length > 0 && !FR2_Unity.IsInAsset(Selection.gameObjects[0])) { ids = new string[0]; } level = 0; if (IsFocusingSceneToAsset) { SceneToAssetDrawer.Reset(Selection.gameObjects, true, true); } if (IsFocusingUses) { UsesDrawer.Reset(ids, true); } if (IsFocusingUsedBy) { UsedByDrawer.Reset(ids, false); } if (IsFocusingSceneInScene) { RefSceneInScene.ResetSceneInScene(Selection.gameObjects); } if (IsFocusingUses) { SceneUsesDrawer.ResetSceneUseSceneObjects(Selection.gameObjects); } if (IsFocusingFindInScene) { RefInScene.Reset(ids, this as IWindow); } if (IsFocusingGUIDs) { objs = new Object[ids.Length]; for (var i = 0; i < ids.Length; i++) { objs[i] = FR2_Unity.LoadAssetAtPath <Object> ( AssetDatabase.GUIDToAssetPath(ids[i]) ); } } if (FR2_SceneCache.Api.Dirty && !Application.isPlaying) { FR2_SceneCache.Api.refreshCache(this); } EditorApplication.delayCall -= Repaint; EditorApplication.delayCall += Repaint; }