//ref in scene public FR2_RefDrawer Reset(string[] assetGUIDs, IWindow window) { refs = FR2_SceneRef.FindRefInScene(assetGUIDs, true, SetRefInScene, window); dirty = true; if (list != null) { list.Clear(); } return(this); }
public FR2_RefDrawer ResetSceneUseSceneObjects(GameObject[] objs) { refs = FR2_SceneRef.FindSceneUseSceneObjects(objs); dirty = true; if (list != null) { list.Clear(); } return(this); }
private string GetGroup(FR2_Ref rf) { // Debug.Log(Lable + " " + FR2_Setting.GroupMode); if (FR2_Setting.GroupMode == Mode.None) { return(string.Empty); } if (rf.depth == 0) { return("Selection"); } FR2_SceneRef sr = null; if (rf.isSceneRef) { sr = rf as FR2_SceneRef; if (sr == null) { return(string.Empty); } } switch (FR2_Setting.GroupMode) { case Mode.Extension: return(rf.isSceneRef ? sr.targetType : rf.asset.extension); case Mode.Type: { return(rf.isSceneRef ? sr.targetType : AssetType.FILTERS[rf.type].name); } case Mode.Folder: return(rf.isSceneRef ? sr.scenePath : rf.asset.assetFolder); case Mode.Dependency: { return(rf.depth == 1 ? "Direct Usage" : "Indirect Usage"); } } return(string.Empty); }