ProjectExporterDataHelper.cs 1.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354
  1. using UnityEditor;
  2. using AssetBank.DockableWindow;
  3. using System.Collections.Generic;
  4. namespace AssetBank.Editor.DockableWindow
  5. {
  6. public class ProjectExporterDataHelper
  7. {
  8. public static void LoadAssetTree(Dictionary<string, AssetModel> assetTrees, ProjectExporterController controller, string tabName, bool showProgress = true)
  9. {
  10. if (showProgress)
  11. {
  12. EditorUtility.DisplayProgressBar("Loading...", $"Fetching {tabName}...", 0.5f);
  13. }
  14. try
  15. {
  16. switch (tabName)
  17. {
  18. case "Scenes":
  19. assetTrees[tabName] = ProjectExporterController.GetAssets("t:Scene");
  20. break;
  21. case "Prefabs":
  22. assetTrees[tabName] = ProjectExporterController.GetAssets("t:Prefab");
  23. break;
  24. case "Scriptable Objects":
  25. assetTrees[tabName] = ProjectExporterController.GetAssets("t:ScriptableObject");
  26. break;
  27. case "Meta Files":
  28. assetTrees[tabName] = controller.GetAllMetaFiles();
  29. break;
  30. case "Settings":
  31. assetTrees[tabName] = controller.GetProjectSettingsFiles();
  32. break;
  33. }
  34. }
  35. finally
  36. {
  37. if (showProgress)
  38. {
  39. EditorUtility.ClearProgressBar();
  40. }
  41. }
  42. }
  43. public static void SetChildrenSelection(AssetModel parent, bool isSelected)
  44. {
  45. parent.IsSelected = isSelected;
  46. foreach (var child in parent.Children)
  47. {
  48. SetChildrenSelection(child, isSelected);
  49. }
  50. }
  51. }
  52. }