UnityEditor.HierarchyProperty.SetSearchFilter C# (CSharp) Method

SetSearchFilter() private method

private SetSearchFilter ( SearchFilter filter ) : void
filter SearchFilter
return void
        internal void SetSearchFilter(SearchFilter filter)
        {
            if (UnityConnect.instance.userInfo.whitelisted && Collab.instance.collabInfo.whitelisted)
            {
                this.SetSearchFilterINTERNAL(SearchFilter.Split(filter.nameFilter), filter.classNames, filter.assetLabels, filter.assetBundleNames, filter.versionControlStates, filter.referencingInstanceIDs, filter.scenePaths, filter.showAllHits);
            }
            else
            {
                this.SetSearchFilterINTERNAL(SearchFilter.Split(filter.nameFilter), filter.classNames, filter.assetLabels, filter.assetBundleNames, new string[0], filter.referencingInstanceIDs, filter.scenePaths, filter.showAllHits);
            }
        }

Same methods

HierarchyProperty::SetSearchFilter ( string searchString, int mode ) : void

Usage Example

示例#1
0
        private static IEnumerator <T> FindInFolders <T>(SearchFilter searchFilter, Func <HierarchyProperty,  T> selector)
        {
            foreach (string folderPath in searchFilter.folders)
            {
                var folderInstanceID = AssetDatabase.GetMainAssetOrInProgressProxyInstanceID(folderPath);
                var rootPath         = "Assets";

                var pathComponents = folderPath.Split('/');
                // Find the right rootPath if folderPath is part of a package
                if (pathComponents.Length > 1 && pathComponents[0] == UnityEditor.PackageManager.Folders.GetPackagesMountPoint())
                {
                    rootPath = pathComponents[0] + "/" + pathComponents[1];
                }

                // Set empty filter to ensure we search all assets to find folder
                var property = new HierarchyProperty(rootPath);
                property.SetSearchFilter(new SearchFilter());
                if (property.Find(folderInstanceID, null))
                {
                    // Set filter after we found the folder
                    property.SetSearchFilter(searchFilter);
                    int   folderDepth = property.depth;
                    int[] expanded    = null; // enter all children of folder
                    while (property.NextWithDepthCheck(expanded, folderDepth + 1))
                    {
                        yield return(selector(property));
                    }
                }
                else
                {
                    Debug.LogWarning("AssetDatabase.FindAssets: Folder not found: '" + folderPath + "'");
                }
            }
        }
All Usage Examples Of UnityEditor.HierarchyProperty::SetSearchFilter