示例#1
0
        void CalculatePrefabStatus()
        {
            m_PlayModeObjects               = false;
            m_IsAsset                       = false;
            m_ImmutableSelf                 = false;
            m_ImmutableSourceAsset          = false;
            m_IsDisconnected                = false;
            m_IsMissing                     = false;
            m_IsPrefabInstanceAnyRoot       = true;
            m_IsPrefabInstanceOutermostRoot = true;
            m_AllOfSamePrefabType           = true;
            PrefabAssetType      firstType   = PrefabUtility.GetPrefabAssetType(targets[0]);
            PrefabInstanceStatus firstStatus = PrefabUtility.GetPrefabInstanceStatus(targets[0]);

            foreach (GameObject go in targets)
            {
                PrefabAssetType      type   = PrefabUtility.GetPrefabAssetType(go);
                PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(go);
                if (type != firstType || status != firstStatus)
                {
                    m_AllOfSamePrefabType = false;
                }

                if (Application.IsPlaying(go))
                {
                    m_PlayModeObjects = true;
                }
                if (!PrefabUtility.IsAnyPrefabInstanceRoot(go))
                {
                    m_IsPrefabInstanceAnyRoot = false; // Conservative is false if any is false
                }
                if (!m_IsPrefabInstanceAnyRoot || !PrefabUtility.IsOutermostPrefabInstanceRoot(go))
                {
                    m_IsPrefabInstanceOutermostRoot = false; // Conservative is false if any is false
                }
                if (PrefabUtility.IsPartOfPrefabAsset(go))
                {
                    m_IsAsset = true; // Conservative is true if any is true
                }
                if (m_IsAsset && PrefabUtility.IsPartOfImmutablePrefab(go))
                {
                    m_ImmutableSelf = true; // Conservative is true if any is true
                }
                GameObject originalSourceOrVariant = PrefabUtility.GetOriginalSourceOrVariantRoot(go);
                if (originalSourceOrVariant != null && PrefabUtility.IsPartOfImmutablePrefab(originalSourceOrVariant))
                {
                    m_ImmutableSourceAsset = true; // Conservative is true if any is true
                }
                if (PrefabUtility.IsDisconnectedFromPrefabAsset(go))
                {
                    m_IsDisconnected = true;
                }
                if (PrefabUtility.IsPrefabAssetMissing(go))
                {
                    m_IsMissing = true;
                }
            }
        }
示例#2
0
        private void DoPrefabButtons(GameObject go)
        {
            // @TODO: If/when we support multi-editing of prefab/model instances,
            // handle it here. Only show prefab bar if all are same type?
            if (!m_IsPrefabInstanceAnyRoot)
            {
                return;
            }

            using (new EditorGUI.DisabledScope(EditorApplication.isPlayingOrWillChangePlaymode && PrefabStageUtility.GetPrefabStage(go) == null))
            {
                EditorGUILayout.BeginHorizontal(s_Styles.prefabButtonsHorizontalLayout);

                // Prefab information
                PrefabAssetType      prefabType     = PrefabUtility.GetPrefabAssetType(go);
                PrefabInstanceStatus instanceStatus = PrefabUtility.GetPrefabInstanceStatus(go);
                GUIContent           prefixLabel;
                if (targets.Length > 1)
                {
                    prefixLabel = s_Styles.goTypeLabelMultiple;
                }
                else
                {
                    prefixLabel = s_Styles.goTypeLabel[(int)prefabType, (int)instanceStatus];
                }

                if (prefixLabel != null)
                {
                    EditorGUILayout.BeginHorizontal(GUILayout.Width(kIconSize + s_Styles.tagFieldWidth));
                    GUILayout.FlexibleSpace();
                    if (PrefabUtility.IsDisconnectedFromPrefabAsset(go) || PrefabUtility.IsPrefabAssetMissing(go))
                    {
                        GUI.contentColor = GUI.skin.GetStyle("CN StatusWarn").normal.textColor;
                        GUILayout.Label(prefixLabel, EditorStyles.whiteLabel, GUILayout.ExpandWidth(false));
                        GUI.contentColor = Color.white;
                    }
                    else
                    {
                        GUILayout.Label(prefixLabel, GUILayout.ExpandWidth(false));
                    }
                    EditorGUILayout.EndHorizontal();
                }

                if (targets.Length > 1)
                {
                    GUILayout.Label("Instance Management Disabled", s_Styles.instanceManagementInfo);
                }
                else
                {
                    if (!PrefabUtility.IsPrefabAssetMissing(go))
                    {
                        if (prefabType == PrefabAssetType.Model)
                        {
                            // Open Model Prefab
                            if (GUILayout.Button("Open", "MiniButtonLeft"))
                            {
                                GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target);
                                AssetDatabase.OpenAsset(asset);
                                GUIUtility.ExitGUI();
                            }
                        }
                        else
                        {
                            // Open non-Model Prefab
                            using (new EditorGUI.DisabledScope(m_ImmutableSourceAsset))
                            {
                                if (GUILayout.Button("Open", "MiniButtonLeft"))
                                {
                                    GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target);
                                    PrefabStageUtility.OpenPrefab(AssetDatabase.GetAssetPath(asset), (GameObject)target, StageNavigationManager.Analytics.ChangeType.EnterViaInstanceInspectorOpenButton);
                                    GUIUtility.ExitGUI();
                                }
                            }
                        }

                        // Select prefab
                        if (GUILayout.Button("Select", "MiniButtonRight"))
                        {
                            Selection.activeObject = PrefabUtility.GetOriginalSourceOrVariantRoot(target);

                            // Because of legacy prefab references we have to have this extra step
                            // to make sure we ping the prefab asset correctly.
                            // Reason is that scene files created prior to making prefabs CopyAssets
                            // will reference prefabs as if they are serialized assets. Those references
                            // works fine but we are not able to ping objects loaded directly from the asset
                            // file, so we have to make sure we ping the metadata version of the prefab.
                            var assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
                            Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(assetPath);

                            EditorGUIUtility.PingObject(Selection.activeObject);
                        }

                        // Should be EditorGUILayout.Space, except it does not have ExpandWidth set to false.
                        // Maybe we can change that?
                        GUILayoutUtility.GetRect(6, 6, GUILayout.ExpandWidth(false));

                        // Reserve space regardless of whether the button is there or not to avoid jumps in button sizes.
                        Rect rect = GUILayoutUtility.GetRect(s_Styles.overridesContent, s_Styles.overridesDropdown);
                        if (m_IsPrefabInstanceOutermostRoot)
                        {
                            if (EditorGUI.DropdownButton(rect, s_Styles.overridesContent, FocusType.Passive))
                            {
                                PopupWindow.Show(rect, new PrefabOverridesWindow(go));
                                GUIUtility.ExitGUI();
                            }
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
            }
        }
 bool IsDisconnected()
 {
     return(PrefabUtility.IsDisconnectedFromPrefabAsset(m_SelectedGameObject));
 }