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Unityでupm内にあるreadonlyなprefabのvariantを作るエディタ拡張
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// Copyright 2022 KOGA Mitsuhiro Authors. All rights reserved. | |
// Use of this source code is governed by a MIT-style | |
// license that can be found in the LICENSE file. | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; | |
public class PrefabVariantGenerator : EditorWindow | |
{ | |
private GameObject _source; | |
[MenuItem("Tools/PrefabVariantGenerater")] | |
public static void Window() | |
{ | |
GetWindow<PrefabVariantGenerator>($"{nameof(PrefabVariantGenerator)}"); | |
} | |
public void OnGUI() | |
{ | |
_source = EditorGUILayout.ObjectField("Source Prefab", _source, typeof(GameObject), false) as GameObject; | |
if (!_source) | |
{ | |
EditorGUILayout.LabelField("Missing:", "Select an prefab first"); | |
return; | |
} | |
if (!PrefabUtility.IsPartOfPrefabAsset(_source)) | |
{ | |
EditorGUILayout.LabelField("Failure:", $"{_source.name} is not prefab"); | |
return; | |
} | |
var path = AssetDatabase.GetAssetPath(_source); | |
if (string.IsNullOrWhiteSpace(path)) | |
{ | |
return; | |
} | |
var baseName = Path.GetFileNameWithoutExtension(path); | |
if (GUILayout.Button($"Create Variant {baseName}")) | |
{ | |
var requestPath = EditorUtility.SaveFilePanel( | |
$"Create Variant of {baseName}", | |
Application.dataPath, | |
$"{baseName}Variant.prefab", | |
"prefab"); | |
if (!string.IsNullOrWhiteSpace(requestPath) && requestPath.StartsWith(Application.dataPath)) | |
{ | |
var leaf = new DirectoryInfo(Application.dataPath).Name; | |
var savePath = requestPath.Replace(Application.dataPath, leaf); | |
var successSave = false; | |
try | |
{ | |
AssetDatabase.StartAssetEditing(); | |
if (PrefabUtility.InstantiatePrefab(_source) is GameObject objSource) | |
{ | |
PrefabUtility.SaveAsPrefabAssetAndConnect(objSource, savePath, | |
InteractionMode.UserAction, out successSave); | |
DestroyImmediate(objSource); | |
} | |
} | |
finally | |
{ | |
AssetDatabase.StopAssetEditing(); | |
} | |
if (successSave && File.Exists(savePath)) | |
{ | |
var savedAsset = AssetDatabase.LoadMainAssetAtPath(savePath); | |
if (savedAsset) | |
{ | |
Selection.objects = new[] { savedAsset }; | |
EditorGUIUtility.PingObject(savedAsset); | |
} | |
} | |
} | |
} | |
} | |
} |
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