/// <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; } }
/// <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); }