UnityEditor.AssetSaveDialog.SetAssets C# (CSharp) Method

SetAssets() private method

private SetAssets ( string assets ) : void
assets string
return void
        private void SetAssets(string[] assets)
        {
            this.m_Assets = new List<string>(assets);
            this.RebuildLists(true);
            this.m_AssetsToSave = new List<string>();
        }

Usage Example

示例#1
0
        public static void ShowWindow(string[] inAssets, out string[] assetsThatShouldBeSaved)
        {
            int numMetaFiles = 0;

            foreach (string path in inAssets)
            {
                if (path.EndsWith("meta"))
                {
                    numMetaFiles++;
                }
            }
            int numAssets = inAssets.Length - numMetaFiles;

            if (numAssets == 0)
            {
                assetsThatShouldBeSaved = inAssets;
                return;
            }

            string[] assets    = new string[numAssets];
            string[] metaFiles = new string[numMetaFiles];

            numAssets    = 0;
            numMetaFiles = 0;

            foreach (string path in inAssets)
            {
                if (path.EndsWith("meta"))
                {
                    metaFiles[numMetaFiles++] = path;
                }
                else
                {
                    assets[numAssets++] = path;
                }
            }

            AssetSaveDialog win = EditorWindow.GetWindowDontShow <AssetSaveDialog>();

            win.titleContent = EditorGUIUtility.TrTextContent("Save Assets");
            win.SetAssets(assets);

            win.minSize = new Vector2(400, 100);
            win.maxSize = new Vector2(550, 550);

            win.ShowModalUtility();
            win.ShowModal();

            assetsThatShouldBeSaved = new string[win.m_AssetsToSave.Count + numMetaFiles];
            win.m_AssetsToSave.CopyTo(assetsThatShouldBeSaved, 0);
            metaFiles.CopyTo(assetsThatShouldBeSaved, win.m_AssetsToSave.Count);
        }
All Usage Examples Of UnityEditor.AssetSaveDialog::SetAssets