static void MassBuildQPrefab() { string output = ""; var oldScene = EditorSceneManager.GetActiveScene().path; Dictionary <int, List <GameObjectDifference> > result = GetDifference(); EditorUtility.DisplayProgressBar("Mass Build QPrefab", "Building", 0); for (int iter = 0; iter < result[0].Count; ++iter) { string path = Application.dataPath.Substring(0, Application.dataPath.IndexOf("Assets")) + "Assets/Scripts/UI/Prefab/" + result[0][iter].q_UI.name + ".unity"; if (!System.IO.File.Exists(path)) { output += "Unable to Open Scene " + result[0][iter].q_UI.name + "\n"; continue; } var scene = EditorSceneManager.OpenScene(path); var go = GameObject.FindObjectOfType <UI_VersionNumber>(); if (go != null) { UIEditorTools.Create_QUI_Prefab(go.gameObject); output += "Q prefab made successfully " + result[0][iter].q_UI.name + "\n"; } else { output += "Unable to Find Object with UI_VersionNumber " + result[0][iter].q_UI.name + "\n"; } EditorUtility.DisplayProgressBar("Mass Build QPrefab", "Building", iter / result[0].Count); } EditorSceneManager.OpenScene(oldScene); EditorUtility.ClearProgressBar(); foreach (var obj in result[1]) { output += "Unable to Find Scene " + obj.p_UI.name + "\n"; } Debug.Log(output); }
public static void CreateProgrammerUIPrefab() { UIEditorTools.Create_QUI_Prefab(Selection.activeGameObject as GameObject); }