private void Init() { //Uses = new FR2_RefTree<FR2_Asset>(FR2_Asset.FindUsage, DrawAsset); //UsedBy = new FR2_RefTree<FR2_Asset>(FR2_Asset.FindUsedBy, DrawAsset); UsesDrawer = new FR2_RefDrawer(); UsedByDrawer = new FR2_RefDrawer(); Duplicated = new FR2_DuplicateTree(); // (item=>item.GetChildren(), (item, rect, s, b) => //{ // item.Draw(rect); // return 16f; //}); //Uses.Sorter = FR2_Asset.SortByExtension; //UsedBy.Sorter = FR2_Asset.SortByExtension; //Uses.BriefDrawer = DrawBrief; //UsedBy.BriefDrawer = DrawBrief; FR2_Cache.onReady -= OnReady; FR2_Cache.onReady += OnReady; //Debug.Log(" FR2_Window ---> Init"); }
public FR2_UsedInBuild(IWindow window) { this.window = window; drawer = new FR2_RefDrawer(window); dirty = true; drawer.displayFileSize = true; drawer.SetDirty(); }
protected override void InitIfNeeded() { { if (UsesDrawer != null) { return; } UsesDrawer = new FR2_RefDrawer(this) { Lable = "Assets" }; UsedByDrawer = new FR2_RefDrawer(this) { Lable = "Assets" }; Duplicated = new FR2_DuplicateTree2(this); SceneToAssetDrawer = new FR2_RefDrawer(this) { Lable = "Assets", isDrawRefreshSceneCache = true }; RefUnUse = new FR2_RefDrawer(this) { Lable = "Unsed Asset", isDrawRefreshSceneCache = false }; UsedInBuild = new FR2_UsedInBuild(this); } FR2_Cache.onReady -= OnReady; FR2_Cache.onReady += OnReady; FR2_Setting.OnIgnoreChange -= OnSelectionChange; FR2_Setting.OnIgnoreChange += OnSelectionChange; //Debug.Log(" FR2_Window ---> Init"); }
protected override void InitIfNeeded() { if (SceneUsesDrawer != null) { return; } SceneUsesDrawer = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; RefInScene = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; RefSceneInScene = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; FR2_Cache.onReady -= OnReady; FR2_Cache.onReady += OnReady; FR2_Setting.OnIgnoreChange -= OnSelectionChange; FR2_Setting.OnIgnoreChange += OnSelectionChange; #if UNITY_2018_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.activeSceneChangedInEditMode -= OnSceneChanged; UnityEditor.SceneManagement.EditorSceneManager.activeSceneChangedInEditMode += OnSceneChanged; #elif UNITY_2017_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.activeSceneChanged -= OnSceneChanged; UnityEditor.SceneManagement.EditorSceneManager.activeSceneChanged += OnSceneChanged; #endif //Debug.Log(" FR2_Window ---> Init"); }
private void DrawSearch(string searchLable = "") { if (FR2_RefDrawer.toolbarSearchField == null) { FR2_RefDrawer.InitSearchStyle(); } GUILayout.BeginHorizontal(EditorStyles.toolbar); { bool v = GUILayout.Toggle(caseSensitive, "Aa", EditorStyles.toolbarButton, GUILayout.Width(24f)); if (v != caseSensitive) { caseSensitive = v; dirty = true; } GUILayout.Space(2f); string value = GUILayout.TextField(searchTerm, FR2_RefDrawer.toolbarSearchField); if (searchTerm != value) { searchTerm = value; dirty = true; } GUIStyle style = string.IsNullOrEmpty(searchTerm) ? FR2_RefDrawer.toolbarSearchFieldCancelButtonEmpty : FR2_RefDrawer.toolbarSearchFieldCancelButton; if (GUILayout.Button("Cancel", style)) { searchTerm = string.Empty; dirty = true; } GUILayout.Space(2f); } GUILayout.EndHorizontal(); }
protected override void InitIfNeeded() { { if (UsesDrawer != null) { return; } UsesDrawer = new FR2_RefDrawer(this) { Lable = "Assets" }; UsedByDrawer = new FR2_RefDrawer(this) { Lable = "Assets" }; Duplicated = new FR2_DuplicateTree2(this); SceneToAssetDrawer = new FR2_RefDrawer(this) { Lable = "Assets", isDrawRefreshSceneCache = false }; RefUnUse = new FR2_RefDrawer(this) { Lable = "Unsed Asset", isDrawRefreshSceneCache = false }; UsedInBuild = new FR2_UsedInBuild(this); } if (SceneUsesDrawer != null) { return; } SceneUsesDrawer = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; RefInScene = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; RefSceneInScene = new FR2_RefDrawer(this) { Lable = "Scene Objects", isDrawRefreshSceneCache = true }; lockSelection = false; #if UNITY_2018_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.activeSceneChangedInEditMode -= OnSceneChanged; UnityEditor.SceneManagement.EditorSceneManager.activeSceneChangedInEditMode += OnSceneChanged; #elif UNITY_2017_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.activeSceneChanged -= OnSceneChanged; UnityEditor.SceneManagement.EditorSceneManager.activeSceneChanged += OnSceneChanged; #endif FR2_Cache.onReady -= OnReady; FR2_Cache.onReady += OnReady; FR2_Setting.OnIgnoreChange -= OnSelectionChange; FR2_Setting.OnIgnoreChange += OnSelectionChange; Repaint(); }