示例#1
0
    void OnGUI()
    {
        if (referenceStyle == null)
        {
            referenceStyle = SelectionHistoryWindow.CreateObjectReferenceStyle();
        }

        GUILayout.BeginHorizontal();
        GUILayout.Label("Required component");
        componentType = GUILayout.TextField(componentType);
        GUILayout.EndHorizontal();

        GUILayout.Label("!Currently only searches in project folder!");

        if (GUILayout.Button("Find"))
        {
            foundList.Clear();
            var guids = AssetDatabase.FindAssets("t:GameObject");
            var i     = 1;
            foreach (var guid in guids)
            {
                EditorUtility.DisplayProgressBar("Scanning", "Prefab:" + i + "/" + guids.Length, (float)i / (float)guids.Length);

                var path = AssetDatabase.GUIDToAssetPath(guid);
                var go   = AssetDatabase.LoadAssetAtPath <GameObject>(path);

                foreach (var component in go.GetComponentsInChildren <Component>())
                {
                    if (component == null)
                    {
                        GameDebug.LogError("Prefab " + path + " has null component");
                        continue;
                    }

                    var type = component.GetType();
                    if (type.Name == componentType)
                    {
                        foundList.Add(go);
                        break;
                    }
                }

                i++;
            }
            EditorUtility.ClearProgressBar();
        }

        GUILayout.Label("Found:" + foundList.Count);

        scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
        foreach (var found in foundList)
        {
            SelectionHistoryWindow.DrawObjectReference(found, found.name, referenceStyle);
        }
        EditorGUILayout.EndScrollView();
    }
    public override void OnGUI(Rect rect)
    {
        if (editorWindow != null)
        {
            editorWindow.minSize = new Vector2(300.0f, 450.0f);
        }
        var l = SelectionToolbar.m_HistoryStack.Length;

        // Prune invalid refs by iterating from edn
        for (int src = SelectionToolbar.m_HistoryStackEnd, dst = src, count = 0; count < l; count++)
        {
            if (src < 0)
            {
                break;
            }
            var s = SelectionToolbar.m_HistoryStack[src % l];
            if (s.IsAlive && (s.Target as UnityEngine.Object) != null)
            {
                SelectionToolbar.m_HistoryStack[dst % l] = s;
                dst--;
            }
            src--;
        }

        var to   = SelectionToolbar.m_HistoryStackEnd - 20;
        var from = SelectionToolbar.m_HistoryStackEnd;

        to             = to < 0 ? 0 : to;
        scrollPosition = GUILayout.BeginScrollView(scrollPosition);
        for (var i = from; i >= to; --i)
        {
            var o = SelectionToolbar.m_HistoryStack[i % l];
            if (o.IsAlive)
            {
                var uo = o.Target as UnityEngine.Object;
                if (uo != null)
                {
                    GUILayout.BeginHorizontal();
                    GUILayout.Label(i == SelectionToolbar.m_HistoryStackIdx ? "+" : "", GUILayout.Width(10.0f));
                    SelectionHistoryWindow.DrawObjectReference(uo, uo.name, historyItemStyle);
                    GUILayout.EndHorizontal();
                }
            }
        }
        GUILayout.EndScrollView();
    }
示例#3
0
    void OnGUI()
    {
        if (referenceStyle == null)
        {
            referenceStyle = SelectionHistoryWindow.CreateObjectReferenceStyle();
        }

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("Create New"))
        {
            CreateNewSet();
        }

        GUILayout.EndVertical();

        scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);

        Set deletedSet = null;

        foreach (var set in sets)
        {
            GUILayout.BeginHorizontal();

            var expandButtonText = set.expanded ? "^" : "v";
            if (GUILayout.Button(expandButtonText, GUILayout.Width(20)))
            {
                set.expanded = !set.expanded;
            }


            if (GUILayout.Button("S", GUILayout.Width(20)))
            {
                Selection.objects = set.entries.ToArray();
            }

            set.name = GUILayout.TextField(set.name);

            if (GUILayout.Button("Add", GUILayout.Width(50)))
            {
                AddToSet(set);
            }

            if (GUILayout.Button("Set", GUILayout.Width(50)))
            {
                OverrideSet(set);
            }

            if (GUILayout.Button("-", GUILayout.Width(20)))
            {
                var result = EditorUtility.DisplayDialog("Delete set?",
                                                         "Are you sure you want to delete set:" + set.name, "Delete", "Cancel");
                if (result)
                {
                    deletedSet = set;
                }
            }

            GUILayout.EndHorizontal();
            if (!set.expanded)
            {
                continue;
            }

            UnityEngine.Object deletedEntry = null;
            foreach (var entry in set.entries)
            {
                GUILayout.BeginHorizontal();

                SelectionHistoryWindow.DrawObjectReference(entry, referenceStyle);

                if (GUILayout.Button("-", GUILayout.Width(20)))
                {
                    deletedEntry = entry;
                }


                GUILayout.EndHorizontal();
            }

            if (deletedEntry != null)
            {
                Undo.RecordObject(this, "Remove from set");
                set.entries.Remove(deletedEntry);
                SaveSets();
                Repaint();
            }
        }

        GUILayout.EndScrollView();

        if (deletedSet != null)
        {
            Undo.RecordObject(this, "Delete set");
            sets.Remove(deletedSet);
            SaveSets();
            Repaint();
        }
    }
    void OnGUI()
    {
        GUILayout.BeginHorizontal();

        var newMode = (Mode)EditorGUILayout.EnumPopup("Mode", m_Mode);

        if (newMode != m_Mode)
        {
            m_Mode = newMode;
            m_DependencyData.Clear(); // Clear data as it is no longer valid for current mode
        }


        if (GUILayout.Button("Find"))
        {
            if (m_Mode == Mode.FindAssetDependencies)
            {
                FindAssetDependencies();
            }
            else
            {
                FindAssetThatDependsOn();
            }
        }
        GUILayout.EndHorizontal();

        m_ScrollViewPos = GUILayout.BeginScrollView(m_ScrollViewPos);
        foreach (var data in m_DependencyData)
        {
            var o = AssetDatabase.LoadAssetAtPath <Object>(data.AssetPath);
            SelectionHistoryWindow.DrawObjectReference(o, data.AssetPath, m_ReferenceStyle);
            foreach (var dependency in data.Dependencies)
            {
                GUILayout.BeginHorizontal();
                var arrow = m_Mode == Mode.FindAssetDependencies ? "  <-" : "  ->";
                GUILayout.Label(arrow, GUILayout.Width(40));
                o = AssetDatabase.LoadAssetAtPath <Object>(dependency);
                SelectionHistoryWindow.DrawObjectReference(o, dependency, m_ReferenceStyle);
                GUILayout.EndHorizontal();
            }
        }
        GUILayout.EndScrollView();

        GUILayout.BeginHorizontal();
        if (GUILayout.Button("Select assets WITH dependencies"))
        {
            var select = new List <Object>();
            foreach (var data in m_DependencyData)
            {
                if (data.Dependencies.Count == 0)
                {
                    continue;
                }

                var asset = AssetDatabase.LoadAssetAtPath <Object>(data.AssetPath);
                select.Add(asset);
            }
            Selection.objects = select.ToArray();
            Repaint();
        }

        if (GUILayout.Button("Select assets with NO dependencies"))
        {
            var select = new List <Object>();
            foreach (var data in m_DependencyData)
            {
                if (data.Dependencies.Count > 0)
                {
                    continue;
                }

                var asset = AssetDatabase.LoadAssetAtPath <Object>(data.AssetPath);
                select.Add(asset);
            }
            Selection.objects = select.ToArray();
            Repaint();
        }
        GUILayout.EndHorizontal();
    }
 private void OnEnable()
 {
     m_ReferenceStyle = SelectionHistoryWindow.CreateObjectReferenceStyle();
 }