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- using UnityEngine;
- using UnityEngine.Assertions;
- using UnityEditor;
- using UnityEditorInternal;
- using System;
- using System.IO;
- using System.Linq;
- using System.Reflection;
- using System.Collections;
- using System.Collections.Generic;
- namespace VoxelImporter
- {
- public abstract class EditorCommon : Editor
- {
- protected static void SaveInsideAssetsFolderDisplayDialog()
- {
- EditorUtility.DisplayDialog("Need to save in the Assets folder", "You need to save the file inside of the project's assets floder", "ok");
- }
-
- protected static string GetHelpStrings(List<string> helpList)
- {
- if (helpList.Count > 0)
- {
- string text = "";
- if (helpList.Count >= 3)
- {
- int i = 0;
- var enu = helpList.GetEnumerator();
- while (enu.MoveNext())
- {
- if (i == helpList.Count - 1)
- text += ", and ";
- else if (i != 0)
- text += ", ";
- text += enu.Current;
- i++;
- }
- }
- else if (helpList.Count == 2)
- {
- var enu = helpList.GetEnumerator();
- enu.MoveNext();
- text += enu.Current;
- text += " and ";
- enu.MoveNext();
- text += enu.Current;
- }
- else if (helpList.Count == 1)
- {
- var enu = helpList.GetEnumerator();
- enu.MoveNext();
- text += enu.Current;
- }
- return string.Format("If it is not Prefab you need to save the file.\nPlease create a Prefab for this GameObject.\nIf you do not want to Prefab, please save {0}.", text);
- }
- return null;
- }
- public static bool IsMainAsset(UnityEngine.Object obj)
- {
- return (obj != null && AssetDatabase.Contains(obj) && AssetDatabase.IsMainAsset(obj));
- }
- public static bool IsSubAsset(UnityEngine.Object obj)
- {
- return (obj != null && AssetDatabase.Contains(obj) && AssetDatabase.IsSubAsset(obj));
- }
- public static Texture2D EditorGUIUtilityLoadIcon(string name)
- {
- var mi = typeof(EditorGUIUtility).GetMethod("LoadIcon", BindingFlags.NonPublic | BindingFlags.Static);
- return (Texture2D)mi.Invoke(null, new object[] { name });
- }
- }
- }
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