Пример #1
0
        static public void ExportBlockGroup(object obj)
        {
            var root = obj as GameObject;

            if (root.transform.childCount > 0)
            {
                var path = EditorUtility.SaveFolderPanel("Please select export folder", Application.dataPath, "Rescources");
                if (!string.IsNullOrEmpty(path))
                {
                    if (path.Contains(Application.dataPath))
                    {
                        var assetPath = "";

                        foreach (var go in FormatUtility.FormatGameObjectsName(root.transform))
                        {
                            var asset = CreateBlock(go);
                            if (asset.ToDictionary().Count > 0)
                            {
                                assetPath  = path.Replace(Application.dataPath, "Assets");
                                assetPath += "/" + go.name + ".asset";
                                ScriptableObjectUtility.CreateAsset(asset, assetPath);
                            }
                        }
                        ProjectWindowUtil.ShowCreatedAsset(AssetDatabase.LoadAssetAtPath <Object>(assetPath));
                    }
                    else
                    {
                        Debug.LogError("Sorry, we cannot export file out of 'Assets' folder!");
                    }
                }
            }
        }
Пример #2
0
        private void OnViewRenderQueueGUI()
        {
            var mats   = FormatUtility.GetOrderedMaterialsFromActivatedScenes();
            var labels = renderQueueLabels.OrderBy(kvp => kvp.Value).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            foreach (var kvp in mats)
            {
                if (!renderQueueFoldouts.ContainsKey(kvp.Key))
                {
                    renderQueueFoldouts.Add(kvp.Key, false);
                }
                DrawRenderQueueLabel(labels, kvp.Key.renderQueue);
                EditorGUILayout.BeginHorizontal();
                Rect position;
                renderQueueFoldouts[kvp.Key] = EasyGUILayout.Foldout(renderQueueFoldouts[kvp.Key], GUIContent.none, 25, out position);
                EditorGUI.ObjectField(position, kvp.Key, typeof(Material), false);
                EditorGUILayout.EndHorizontal();
                if (renderQueueFoldouts[kvp.Key])
                {
                    EditorGUI.indentLevel += 2;
                    for (int i = 0; i < kvp.Value.Count; i++)
                    {
                        EditorGUILayout.ObjectField(string.Format(ElementStr, i), kvp.Value[i], typeof(GameObject), false);
                    }
                    EditorGUI.indentLevel -= 2;
                }
            }
        }
Пример #3
0
        private void OnControlRenderQueueGUI()
        {
            var mats   = FormatUtility.GetOrderedMaterialsFromActivatedScenes();
            var labels = renderQueueLabels.OrderBy(kvp => kvp.Value).ToDictionary(kvp => kvp.Key, kvp => kvp.Value);

            foreach (var kvp in mats)
            {
                DrawRenderQueueLabel(labels, kvp.Key.renderQueue, EmptyStr);
                EditorGUI.BeginChangeCheck();
                var renderQueue = EditorGUILayout.DelayedIntField(RenderQueueStr, kvp.Key.renderQueue);
                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(kvp.Key, ChangeRenderQueueStr);
                    kvp.Key.renderQueue = renderQueue;
                    EditorUtility.SetDirty(kvp.Key);
                    break;
                }

                if (renderQueueFoldouts.ContainsKey(kvp.Key) && renderQueueFoldouts[kvp.Key])
                {
                    for (int i = 0; i < kvp.Value.Count; i++)
                    {
                        EditorGUILayout.LabelField(EmptyStr);
                    }
                }
            }
        }
Пример #4
0
        private void OnControlGUI(int index)
        {
            EditorGUILayout.LabelField(ControlPanelStr, EditorStyles.boldLabel);
            if (index == 0)
            {
                if (GUILayout.Button(FormatSelectedGameObjectsNameStr))
                {
                    FormatUtility.FormatGameObjectsName(Selection.gameObjects);
                }
                if (GUILayout.Button(OrderSelectedGameObjectsStr))
                {
                    FormatUtility.OrderSelectedGameObjects();
                }
            }
            else if (index == 1)
            {
                prefabObject = EditorGUILayout.ObjectField(PrefabForReplaceStr, prefabObject, typeof(GameObject), false);

#if UNITY_2018_3_OR_NEWER
                EditorGUI.BeginDisabledGroup(prefabObject == null || !PrefabUtility.IsPartOfPrefabAsset(prefabObject));
#else
                EditorGUI.BeginDisabledGroup(prefabObject == null || PrefabUtility.GetPrefabType(prefabObject) != PrefabType.Prefab);
#endif
                if (GUILayout.Button(ReplaceGameObjectsWithPrefabStr))
                {
                    PrefabsUtility.ReplacingGameObjectsWithPrefab(prefabObject as GameObject, Selection.objects.Select(obj => obj as GameObject).Where(go => go != null).ToArray());
                }
                EditorGUI.EndDisabledGroup();
            }
            else if (index == 2)
            {
                if (HasMatchedAssets())
                {
                    OnControlMatchedAssetsGUI();
                }
                else
                {
                    OnControlAnalysisAssetGUI();
                }
            }
            else if (index == 3)
            {
                OnControlRenderQueueGUI();
            }
            else if (index == 4)
            {
                if (HasFoundAssets())
                {
                    OnControlFoundAssetsGUI();
                }
                else
                {
                    OnControlFindReferencesGUI();
                }
            }
        }