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- using UnityEditor;
- using AssetBank.DockableWindow;
- using System.Collections.Generic;
- namespace AssetBank.Editor.DockableWindow
- {
- public class ProjectExporterDataHelper
- {
- public static void LoadAssetTree(Dictionary<string, AssetModel> assetTrees, ProjectExporterController controller, string tabName, bool showProgress = true)
- {
- if (showProgress)
- {
- EditorUtility.DisplayProgressBar("Loading...", $"Fetching {tabName}...", 0.5f);
- }
- try
- {
- switch (tabName)
- {
- case "Scenes":
- assetTrees[tabName] = ProjectExporterController.GetAssets("t:Scene");
- break;
- case "Prefabs":
- assetTrees[tabName] = ProjectExporterController.GetAssets("t:Prefab");
- break;
- case "Scriptable Objects":
- assetTrees[tabName] = ProjectExporterController.GetAssets("t:ScriptableObject");
- break;
- case "Meta Files":
- assetTrees[tabName] = controller.GetAllMetaFiles();
- break;
- case "Settings":
- assetTrees[tabName] = controller.GetProjectSettingsFiles();
- break;
- }
- }
- finally
- {
- if (showProgress)
- {
- EditorUtility.ClearProgressBar();
- }
- }
- }
-
- public static void SetChildrenSelection(AssetModel parent, bool isSelected)
- {
- parent.IsSelected = isSelected;
- foreach (var child in parent.Children)
- {
- SetChildrenSelection(child, isSelected);
- }
- }
- }
- }
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