private void Search(Func <FileInfo, bool> searchAction) { var foundFiles = new List <string>(); ReferenceSearchUtility.ExecuteAssetSearchAtPath(settings.path, ".asset", (file) => { if (searchAction(file)) { foundFiles.Add(GetProjectRelativePath(file.FullName)); } }); //Get Assets for found files var assets = new List <UnityEngine.Object>(); for (int i = 0; i < foundFiles.Count; i++) { var path = foundFiles[i]; EditorUtility.DisplayProgressBar("Fetching Asset References", path, i / (float)foundFiles.Count); assets.Add(AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(path)); } EditorUtility.ClearProgressBar(); SearchResultWindow.SetFiles(assets, assetFile); }
public static void SearchEverywhere() { var window = GetWindow(); var searchTarget = Selection.activeObject; window.SearchForAsset(searchTarget); SearchResultWindow.SearchForFileInAllScenes(searchTarget); }