Unity3d 鼠标拣选小功能集合

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;
			}
		}
	}

}

  

原文地址:https://www.cnblogs.com/mrblue/p/4962998.html