最近在做一些优化工具,把鼠标拣选的功能单独抽出来。

可遍历所有选中的某类型资源,会递归文件夹

可编译所有prefab的某个Component,也是递归的

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.ComponentModel;
using Object = UnityEngine.Object; //在选中的资源中查找
public static class EnumSelection { //枚举所有的T类型的资源
public static IEnumerable<T> EnumInCurrentSelection<T>()
where T : Object
{
Object[] selectionAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
foreach (var s in selectionAsset)
{
var temp = s as T;
if (null != temp)
{
yield return temp;
}
} yield break;
} //枚举所有的GameObject类型的资源
public static IEnumerable<GameObject> EnumGameObjectInCurrentSelection()
{
foreach (var s in EnumInCurrentSelection<GameObject>())
{
yield return s;
} yield break;
} //递归枚举所有GameObject
public static IEnumerable<GameObject> EnumGameObjectRecursiveInCurrentSelection()
{
foreach (var s in EnumInCurrentSelection<GameObject>())
{
foreach(var g in EnumGameObjectRecursive(s))
{
yield return g;
}
}
} public static IEnumerable<GameObject> EnumGameObjectRecursive(GameObject go)
{
yield return go;
for(int i=0; i<go.transform.childCount; i++)
{
foreach (var t in EnumGameObjectRecursive(go.transform.GetChild(i).gameObject))
{
yield return t;
}
}
} //递归枚举所有Compoent
public static IEnumerable<T> EnumComponentRecursiveInCurrentSelection<T>()
where T : UnityEngine.Component
{
foreach (var go in EnumInCurrentSelection<GameObject>())
{
foreach(var c in go.GetComponentsInChildren<T>(true))
{
yield return c;
}
}
} }

  

05-11 13:28