Summary
[Editor-Only] A variety of miscellaneous utility methods.
- Assembly
- Weaver
.dll - Namespace
- Weaver
.Editor - Base Types
-
- Object
graph BT
Type-->Base0["Object"]
Type["WeaverEditorUtilities"]
class Type type-node
Syntax
public static class WeaverEditorUtilities
Fields
Name | Constant Value | Summary |
---|---|---|
ErrorColor |
[Editor-Only] The
UnityEngine.Color used to indicate an error.static
|
|
WarningColor |
[Editor-Only] The
UnityEngine.Color used to indicate a warning.static
|
Properties
Name | Value | Summary |
---|---|---|
DontExpandWidth | GUILayoutOption[] |
[Editor-Only]
The cached result of
UnityEngine.GUILayout.ExpandWidth(System.Boolean) with a false parameter.
static
|
ForceGenerate | bool |
[Editor-Only]
Some assets (such as scripts) don't always need to regenerate.
This property is set to true when the user generates a single asset rather than a group.
static
|
IsBuilding | bool |
[Editor-Only]
Indicates whether a runtime build is currently being compiled.
static
|
IsPreprocessingBuild | bool |
[Editor-Only]
UnityEditor.BuildPipeline.isBuildingPlayer isn't true during
UnityEditor.Build.IPreprocessBuildWithReport.OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport) so we use this value instead.
static
|
Weaver |
string |
The asset path of the folder containing the Weaver assembly. "Assets/Plugins/Weaver" by default.
static
|
Methods
Name | Value | Summary |
---|---|---|
AddLinkToURL |
void |
Adds a function to open the specified `url`. If it begins with a '/' it is treated as a path relative to
the
Weaver.WeaverUtilities.DocumentationURL .
static
|
AssetToResourcePath |
string |
Returns the resource path substring of the `assetPath` starting at the `resourcePathStart` and ending
without the file extension.
static
|
ClearAssetPathCache |
void |
Clears all paths cached by
Weaver.Editor.WeaverEditorUtilities.FindAllAssetPaths(System.Type) .
static
|
ContainsNonMetaFiles |
bool |
[Editor-Only]
Checks if the specified directory contains any files which don't end with ".meta".
static
|
CreateNewAsset |
Object |
Creates a new asset of the specified `type` at the specified `assetPath`.
static
|
Delete |
void |
[Editor-Only]
Deletes the specified directory if it is empty (ignoring metadata files), then does the same recursively
for each parent directory. Refreshes the
UnityEditor.AssetDatabase if anything was deleted.
static
|
DestroySubAssets |
void |
[Editor-Only] Destroys all sub-assets which are part of the specified asset.
static
|
DoLayoutListFixed |
void |
[Editor-Only]
Works like
UnityEditorInternal.ReorderableList.DoLayoutList but doesn't screw up the padding while a fade group
is animating.
static
|
DoToggle |
bool |
[Editor-Only]
Draws a
UnityEngine.GUILayout.Toggle(System.Boolean,UnityEngine.GUIContent,UnityEngine.GUILayoutOption[]) and returns true if the value
is changed.
static
|
EditorStartCoroutine |
EditorApplication |
[Editor-Only]
Starts a coroutine to run in the editor update loop.
The coroutine can be cancelled by removing the returned delegate from
UnityEditor.EditorApplication.update .
static
|
FindAllAssetPaths |
string[] |
Returns the paths of all assets of the specified `type`.
The result is cached for efficiency and can be cleared by
Weaver.Editor.WeaverEditorUtilities.ClearAssetPathCache .
If the `type` is a UnityEngine.Component , this method returns the paths of all prefabs so they will need
to be checked for that component individually.
static
|
FindAsset |
T |
Returns an asset of the specified type from anywhere in the project.
static
|
FindAsset |
T |
Returns an asset of the specified type from anywhere in the project.
Checks the `assetPathHint` before searching the rest of the project.
static
|
Get |
string |
Returns a friendly display string for the specified attribute `type` surrounded by square brackets.
For example,
Weaver.AssetReferenceAttribute would return "[AssetReference]".
static
|
Get |
string |
[Editor-Only] Returns the default file extension for a type derived from
UnityEngine.Object .static
|
Get |
string |
Returns the full name of the `type` and any types it is nested inside, but without the namespace prefix.
static
|
GetGameObject |
GameObject |
[Editor-Only]
If `obj` is a
UnityEngine.GameObject this method casts and returns it.
Or if it is a UnityEngine.Component this method returns its UnityEngine.Component.gameObject and
outputs the `component`.
Otherwise it returns null.
static
|
Get |
string |
Returns a copy of the `path` with the file extension removed from the end and caches the result.
static
|
GUIDsToAssetPaths |
void |
Replaces each GUID in an array with the corresponding asset path using
UnityEditor.AssetDatabase.GUIDToAssetPath(System.String)
static
|
IsEditorOnly |
bool |
[Editor-Only] Tries to determine whether the `type` is only available in the Unity Editor.
static
|
IsResource |
bool |
Returns true if the specified path includes a "Resources" folder, along with the character index at which
the resource path starts (the character after the "Resources" folder).
static
|
OpenRelativeURL |
void |
Opens the specified `url`. If it begins with a '/' it is treated as a path relative to the
Weaver.WeaverUtilities.DocumentationURL .
static
|
SaveSubAssets |
bool |
[Editor-Only] After you save the scene object `obj` as an asset file and load it as `asset`, this method
goes through all the serialized
UnityEngine.Object fields which weren't saved and adds them
as sub-assets. Returns true if any sub-assets were saved.
For example, creating a procedural UnityEngine.Mesh , assigning it to a UnityEngine.MeshFilter , and
saving the object as a prefab would not save the mesh anywhere unless you call this method or
UnityEditor.AssetDatabase.AddObjectToAsset(UnityEngine.Object,UnityEngine.Object) .
static
|
Set |
void |
Sets
transform.hideFlags = flags and does the same for all the children of `transform`.
static
|
TempContent |
GUIContent |
Returns a
UnityEngine.GUIContent containing the specified parameters. The same object is returned every
time so it can be reused without causing garbage collection.
static
|
TempTypeContent |
GUIContent |
[Editor-Only]
Returns a
UnityEngine.GUIContent using the type name as the text, full name as the tooltip, and
UnityEditor.AssetPreview icon as the image (if it has one). The same object is returned every time so it
can be reused without causing garbage collection.
static
|