Unity 6.3
0 онлайн 77 гостей 3 в системе
Вход

ObjectSelector

Убраны

класс в UnityEditor.SearchService

Declaration

Obsolete

Описание

Используйте это API для выбора объектов. Двигатели для этого типа поиска реализуют IObjectSelectorEngine interface.

Когда активен пользовательский движок ObjectSelector, средство выбора объектов вызывает зарегистрированные движки ObjectSelector. Когда активен движок по умолчанию, окно использует стандартное средство выбора объектов, а внутренние поиски идут через активные поисковые движки Scene и Project.

В следующем примере создается движок ObjectSelector:

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SearchService;
using UnityEngine;
using Object = UnityEngine.Object;
using ObjectSelector = UnityEditor.SearchService.ObjectSelector;

[ObjectSelectorEngine] class TestObjectSelectorSearchEngine : IObjectSelectorEngine { public string name => "My Custom Engine";

public void BeginSession(ISearchContext context) { }

public void EndSession(ISearchContext context) { }

public void BeginSearch(ISearchContext context, string query) { }

public void EndSearch(ISearchContext context) { }

public bool SelectObject(ISearchContext context, Action<Object, bool> onObjectSelectorClosed, Action<Object> onObjectSelectedUpdated) { ObjectSelectorWindow.Show((ObjectSelectorSearchContext)context, onObjectSelectedUpdated, onObjectSelectorClosed); return true; }

public void SetSearchFilter(ISearchContext context, string searchFilter) { ObjectSelectorWindow.instance.searchText = searchFilter; } }

В следующем примере создается окно выбора объекта, в котором возвращенные элементы отображаются в виде списка имен и путей:

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SearchService;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
using Object = UnityEngine.Object;
using ObjectSelector = UnityEditor.SearchService.ObjectSelector;

public class ObjectSelectorWindow : EditorWindow { public class ItemInfo { public int instanceId; public string label; }

static ObjectSelectorSearchContext s_Context; static Action<Object> s_OnSelectionChanged; static Action<Object, bool> s_OnSelectorClosed; static Func<Object, bool> s_FilterConstraint; public static ObjectSelectorWindow instance { get; private set; }

List<ItemInfo> m_FilteredItems; ToolbarSearchField m_Searchbox; ListView m_ListView; string m_SearchText; ItemInfo m_CurrentItem; bool m_Canceled = true;

public bool initialized { get; private set; } = false;

public string searchText { get => m_SearchText; set { m_SearchText = value; FilterItems(); } }

public List<ItemInfo> allItems { get; private set; }

public static void Show(ObjectSelectorSearchContext context, Action<Object> onSelectionChanged, Action<Object, bool> onSelectorClosed, Func<Object, bool> pickerConstraint = null) { s_Context = context; s_OnSelectionChanged = onSelectionChanged; s_OnSelectorClosed = onSelectorClosed; s_FilterConstraint = pickerConstraint ?? (o => true);

// Create a window with CreateInstance, and show it with ShowAuxWindow. var window = CreateInstance<ObjectSelectorWindow>(); instance = window; window.ShowAuxWindow(); }

void Init() { m_SearchText = ""; allItems = new List<ItemInfo>(); m_FilteredItems = new List<ItemInfo>();

if ((s_Context.visibleObjects & VisibleObjects.Assets) == VisibleObjects.Assets) allItems.AddRange(FetchAllAssets()); if ((s_Context.visibleObjects & VisibleObjects.Scene) == VisibleObjects.Scene) allItems.AddRange(FetchAllGameObjects(s_Context));

allItems.Sort((item, other) => item.label.CompareTo(other.label)); m_FilteredItems.AddRange(allItems); }

void OnEnable() { Init();

m_Searchbox = new ToolbarSearchField(); m_Searchbox.RegisterValueChangedCallback(SearchFilterChanged); m_Searchbox.style.flexGrow = 1; m_Searchbox.style.maxHeight = 16; m_Searchbox.style.width = Length.Percent(100f); m_Searchbox.style.marginRight = 4; rootVisualElement.Add(m_Searchbox);

m_ListView = new ListView(m_FilteredItems, 16, MakeItem, BindItem); m_ListView.onSelectionChange += ItemSelectionChanged; m_ListView.onItemsChosen += ItemsChosen; m_ListView.style.flexGrow = 1; rootVisualElement.Add(m_ListView);

// Initialize selection if (s_Context.currentObject != null) { var currentSelectedId = s_Context.currentObject.GetInstanceID(); var selectedIndex = m_FilteredItems.FindIndex(item => item.instanceId == currentSelectedId); if (selectedIndex >= 0) m_ListView.selectedIndex = selectedIndex; }

FinishInit(); }

void FinishInit() { EditorApplication.delayCall += () => { m_ListView.Focus(); initialized = true; }; }

void OnDisable() { s_OnSelectorClosed?.Invoke(GetCurrentObject(), m_Canceled); instance = null; }

public void SetSearchFilter(string query) { m_Searchbox.value = query; }

void SearchFilterChanged(ChangeEvent<string> evt) { searchText = evt.newValue; }

void FilterItems() { m_FilteredItems.Clear(); m_FilteredItems.AddRange(allItems.Where(item => string.IsNullOrEmpty(searchText) || item.label.IndexOf(searchText, StringComparison.InvariantCultureIgnoreCase) >= 0));

m_ListView.Refresh(); }

void BindItem(VisualElement listItem, int index) { if (index < 0 || index >= m_FilteredItems.Count) return;

var label = listItem as Label; if (label == null) return; label.text = m_FilteredItems[index].label; }

static VisualElement MakeItem() { return new Label(); }

void ItemSelectionChanged(IEnumerable<object> selectedItems) { m_CurrentItem = selectedItems.FirstOrDefault() as ItemInfo; s_OnSelectionChanged?.Invoke(GetCurrentObject()); }

void ItemsChosen(IEnumerable<object> selectedItems) { m_CurrentItem = selectedItems.FirstOrDefault() as ItemInfo; m_Canceled = false; Close(); }

static IEnumerable<ItemInfo> FetchAllAssets() { var allPaths = AssetDatabase.GetAllAssetPaths(); if (allPaths == null) yield break;

var requiredTypes = s_Context.requiredTypeNames != null ? s_Context.requiredTypeNames.ToList() : new List<string>(); foreach (var path in allPaths) { var type = AssetDatabase.GetMainAssetTypeAtPath(path); var typeName = type.FullName ?? ""; if (requiredTypes.Any(requiredType => typeName.Contains(requiredType))) { var asset = AssetDatabase.LoadMainAssetAtPath(path); var matchFilterConstraint = s_FilterConstraint?.Invoke(asset); if (matchFilterConstraint.HasValue && !matchFilterConstraint.Value) continue; var instanceId = asset?.GetInstanceID() ?? 0; yield return new ItemInfo { instanceId = instanceId, label = path }; } } }

static IEnumerable<ItemInfo> FetchAllGameObjects(ObjectSelectorSearchContext context) { var property = new HierarchyProperty(HierarchyType.GameObjects, false);

var requiredTypes = s_Context.requiredTypeNames != null ? s_Context.requiredTypeNames.ToList() : new List<string>(); while (property.Next(null)) { var objectReferenced = property.pptrValue; if (objectReferenced == null) continue; var matchFilterConstraint = s_FilterConstraint?.Invoke(objectReferenced); if (matchFilterConstraint.HasValue && !matchFilterConstraint.Value) continue; var typeName = objectReferenced.GetType().FullName ?? ""; if (requiredTypes.Any(requiredType => typeName.Contains(requiredType))) yield return new ItemInfo { instanceId = property.instanceID, label = property.name }; } }

Object GetCurrentObject() { if (m_CurrentItem == null) return null; return EditorUtility.InstanceIDToObject(m_CurrentItem.instanceId); } }

Дополнительные ресурсы: ,ObjectSelectorEngineAttribute,, ,IObjectSelectorEngine,.