UnityEditor.ProjectWindowUtil.StartNameEditingIfProjectWindowExists C# (CSharp) Method

StartNameEditingIfProjectWindowExists() public static method

public static StartNameEditingIfProjectWindowExists ( int instanceID, UnityEditor endAction, string pathName, Texture2D icon, string resourceFile ) : void
instanceID int
endAction UnityEditor
pathName string
icon UnityEngine.Texture2D
resourceFile string
return void
        public static void StartNameEditingIfProjectWindowExists(int instanceID, UnityEditor.ProjectWindowCallback.EndNameEditAction endAction, string pathName, Texture2D icon, string resourceFile)
        {
            ProjectBrowser projectBrowserIfExists = GetProjectBrowserIfExists();
            if (projectBrowserIfExists != null)
            {
                projectBrowserIfExists.Focus();
                projectBrowserIfExists.BeginPreimportedNameEditing(instanceID, endAction, pathName, icon, resourceFile);
                projectBrowserIfExists.Repaint();
            }
            else
            {
                if (!pathName.StartsWith("assets/", StringComparison.CurrentCultureIgnoreCase))
                {
                    pathName = "Assets/" + pathName;
                }
                EndNameEditAction(endAction, instanceID, pathName, resourceFile);
                Selection.activeObject = EditorUtility.InstanceIDToObject(instanceID);
            }
        }
    }

Usage Example

Exemplo n.º 1
0
 public static void CreatePrefab()
 {
     ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance <DoCreatePrefab>(), "New Prefab.prefab", EditorGUIUtility.IconContent("Prefab Icon").image as Texture2D, null);
 }
All Usage Examples Of UnityEditor.ProjectWindowUtil::StartNameEditingIfProjectWindowExists