示例#1
0
        /// <summary>
        /// 表格条目点击回调
        /// </summary>
        /// <param name="_obj"></param>
        /// <param name="_col"></param>
        private void TableOnSelected(object _obj, int _col)
        {
            if (_obj != null)
            {
                AssetCheckData checkData = _obj as AssetCheckData;

                EditorGUIUtility.PingObject(checkData.obj);

                Selection.activeObject = checkData.obj;
            }
        }
示例#2
0
        /// <summary>
        /// 添加到未通过检查的缓存数据list里
        /// </summary>
        /// <param name="_enumType"></param>
        /// <param name="_obj"></param>
        /// <param name="_path"></param>
        /// <param name="_importer"></param>
        /// <param name="_checkMsg"></param>
        private void AddInCheckDataList(CheckEnumType _enumType, UnityEngine.Object _obj, string _path, AssetImporter _importer, string _checkMsg)
        {
            //未通过的资源信息存储起来用于处理
            AssetCheckData checkData = new AssetCheckData();

            checkData.resourcePath = _path;
            checkData.obj          = _obj;
            checkData.importer     = _importer;
            checkData.logMsg       = _checkMsg;

            List <AssetCheckData> checkDataList;

            if (!checkDataDic.TryGetValue(_enumType, out checkDataList))
            {
                checkDataList = new List <AssetCheckData>();
                checkDataDic.Add(_enumType, checkDataList);
            }

            checkDataList.Add(checkData);
        }