UnityEditor编辑器扩展-判断文件类型
Posted avi9111
tags:
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获取大多数类型
i'm trying to make a custom editor and i was wondering if there's any way to detect what exact type is an asset when GetType() returns UnityEditor.DefaultAsset.
I can detect most of the basic items(Like script, scene, shader, gameobject) but i haven't been able to determine what type is a DefaultAsset. For folders I use the IsValidFolder method, but i don't know if there's a way to get more information for other objects, like a .DLL
This is actually my code:
if (Selection.activeObject == null) return;
switch (Selection.activeObject.GetType().Name)
case "SceneAsset":
//IsAScene
break;
case "DefaultAsset":
if (AssetDatabase.IsValidFolder(AssetDatabase.GetAssetPath(Selection.activeObject)))
//IsAFolder
else
//UnknownItem
break;
case "MonoScript":
//IsAScript
break;
case "GameObject":
//IsAGameObject
if (PrefabUtility.GetPrefabAssetType(Selection.activeGameObject) != PrefabAssetType.NotAPrefab)
//IsAPrefab
break;
case "Shader":
//IsAShader
break;
case "AudioMixerController":
//IsAnAudioMixer
break;
default:
//Other
break;
// 上面是国外友人写的,其实可以这么写的:
// if (Selection.activeObject is DefaultAsset)
判断是否.dll
var path = AssetDatabase.GetAssetPath(Selection.activeObject);
var extension = Path.GetExtension(path).ToLowerInvariant();
if(extension == ".dll" || extension == ".so")
var importer = AssetImporter.GetAtPath(path) as PluginImporter;
if(importer)
查找某一个类型
但请谨慎使用,如果在Update调用,而且你的项目很大,崩溃(内存爆掉)是很容易的事情
public static string GetSelectedPathOrFallback()
string path = "Assets";
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
path = AssetDatabase.GetAssetPath(obj);
if ( !string.IsNullOrEmpty(path) && File.Exists(path) )
path = Path.GetDirectoryName(path);
break;
return path;
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