void GetObjects()
    {
        string[]   guids = AssetDatabase.FindAssets("t:prefab");
        string     path  = "";
        GameObject go    = null;

        prefabs = new Keylist <string, GameObject>();

        for (int i = 0; i < guids.Length; i++)
        {
            // Get the path of the current guid
            path = AssetDatabase.GUIDToAssetPath(guids[i]);
            // Load gameObject
            go = AssetDatabase.LoadAssetAtPath <GameObject>(path);
            // Continue
            if (null == go)
            {
                continue;
            }
            // Add to the key list
            prefabs.Add(path.Substring(0, path.LastIndexOf("/")), go);
        }

        isExpanded = new List <bool>();

        for (int k = 0; k < prefabs.KeyCount; k++)
        {
            isExpanded.Add(true);
        }
    }
Exemplo n.º 2
0
    Keylist <Type, Object> GetEditorKeylist(SerializedProperty[] components)
    {
        // We are going to organize components by type using a Keylist
        Keylist <Type, Object> keylist = new Keylist <Type, Object>();
        // Current type
        Type type = null;
        // Current object reference value
        Object value = null;

        for (int i = 0; i < components.Length; i++)
        {
            // Get object value
            value = components[i].objectReferenceValue;
            // Get type
            type = value.GetType();
            // Add to key list
            keylist.Add(type, value);
        }

        return(keylist);
    }