IndieGame/client/Assets/Plugins/Easy Save 3/Editor/ES3EditorUtility.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

61 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using ES3Internal;
public class ES3EditorUtility : Editor
{
public static void DisplayLink(string label, string url)
{
var style = ES3Editor.EditorStyle.Get;
if(GUILayout.Button(label, style.link))
Application.OpenURL(url);
var buttonRect = GUILayoutUtility.GetLastRect();
buttonRect.width = style.link.CalcSize(new GUIContent(label)).x;
EditorGUIUtility.AddCursorRect(buttonRect, MouseCursor.Link);
}
public static bool IsPrefabInAssets(UnityEngine.Object obj)
{
#if UNITY_2018_3_OR_NEWER
return PrefabUtility.IsPartOfPrefabAsset(obj);
#else
return (PrefabUtility.GetPrefabType(obj) == PrefabType.Prefab);
#endif
}
/*
* Gets all children and components from a GameObject or GameObjects.
* We create our own method for this because EditorUtility.CollectDeepHierarchy isn't thread safe in the Editor.
*/
public static IEnumerable<UnityEngine.Object> CollectDeepHierarchy(IEnumerable<GameObject> gos)
{
var deepHierarchy = new HashSet<UnityEngine.Object>();
foreach (var go in gos)
{
deepHierarchy.Add(go);
deepHierarchy.UnionWith(go.GetComponents<Component>());
foreach (Transform t in go.transform)
deepHierarchy.UnionWith( CollectDeepHierarchy( new GameObject[] { t.gameObject } ) );
}
return deepHierarchy;
}
[MenuItem("Tools/Easy Save 3/Getting Started...", false, 0)]
public static void DisplayGettingStarted()
{
Application.OpenURL("https://docs.moodkie.com/easy-save-3/getting-started/");
}
[MenuItem("Tools/Easy Save 3/Manual...", false, 0)]
public static void DisplayManual()
{
Application.OpenURL("https://docs.moodkie.com/product/easy-save-3/");
}
}