private bool SearchInPrefab(string prefabPath, List <SearchResult> results) { GameObject gameObject = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; if (gameObject == null) { return(false); } List <SerializedProperty> list = new List <SerializedProperty>(); List <GameObject> list2 = new List <GameObject>(); this.FindMissingReferencesRecursively(gameObject, false, list2, list); bool flag = false; if (list2.Count > 0 || list.Count > 0) { flag = true; } if (flag) { results.Add(new SearchResult { iid = gameObject.GetInstanceID(), path = TnFileUtil.UnifyFilePath(prefabPath) }); } return(flag); }
private bool SearchInMaterial(string materialPath, List <SearchResult> results) { Material material = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material; if (material == null) { return(false); } List <SerializedProperty> out_properties = new List <SerializedProperty>(); bool flag = this.FindTarget(material, out_properties); if (flag) { results.Add(new SearchResult { iid = material.GetInstanceID(), path = TnFileUtil.UnifyFilePath(materialPath) }); } return(flag); }
private bool SearchInPrefab(string prefabPath, List <SearchResult> results) { GameObject gameObject = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; if (gameObject == null) { return(false); } List <SerializedProperty> out_properties = new List <SerializedProperty>(); List <GameObject> out_prefabInsts = new List <GameObject>(); bool flag = this.FindTargetRecursively(gameObject, false, out_properties, out_prefabInsts); if (flag) { results.Add(new SearchResult { iid = gameObject.GetInstanceID(), path = TnFileUtil.UnifyFilePath(prefabPath) }); } return(flag); }