//由菜单栏调用的静态刷新数据函数 public static void refreshAssetList() { var list = Resources.FindObjectsOfTypeAll <FduClusterAssetManager>(); if (list != null) { foreach (FduClusterAssetManager _instance in list) { if (EditorUtility.IsPersistent(_instance.gameObject)) //第一轮 找到预制体并刷新资源 { FduAssetManagerInspector ins = (FduAssetManagerInspector)Editor.CreateEditor(_instance); ins._refreshAssetList(); ins.serializedObject.ApplyModifiedProperties(); break; } } foreach (FduClusterAssetManager _instance in list) { if (!EditorUtility.IsPersistent(_instance.gameObject)) //第二轮 将场景中的预制体重置 { PrefabUtility.ResetToPrefabState(_instance.gameObject); } } EditorUtility.DisplayDialog("FduClusterToolKit", "Asset Refresh Completed", "OK"); } else { EditorUtility.DisplayDialog("FduClusterToolKit", "Can not find Fdu Cluster Asset Manager!", "OK"); } }
static void refreshAsset() { FduAssetManagerInspector.refreshAssetList(); }