Last active
July 22, 2022 03:16
-
-
Save sabresaurus/629e27791b5c0157f4c7426341f15bf1 to your computer and use it in GitHub Desktop.
An editor window that shows the full hierarchy of a prefab selected in the Project window, allowing you to select objects in a prefab beyond the top two levels (Unity's project view recurses only one deep)
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// MIT License | |
// | |
// Copyright (c) 2019 Sabresaurus | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class PrefabExplorer : EditorWindow | |
{ | |
string filter = ""; | |
Vector2 scrollPosition = Vector2.zero; | |
[MenuItem("Window/Prefab Explorer")] | |
static void CreateAndShow() | |
{ | |
EditorWindow window = EditorWindow.GetWindow<PrefabExplorer>("Prefab Explorer"); | |
window.Show(); | |
} | |
private void OnSelectionChange() | |
{ | |
Repaint(); | |
} | |
void OnGUI() | |
{ | |
GameObject prefabRoot = PrefabUtility.FindPrefabRoot(Selection.activeGameObject); | |
if(prefabRoot != null) | |
{ | |
EditorGUILayout.BeginHorizontal(); | |
GUIStyle searchStyle = GUI.skin.FindStyle("ToolbarSeachTextField"); | |
GUIStyle cancelStyle = GUI.skin.FindStyle("ToolbarSeachCancelButton"); | |
GUIStyle noCancelStyle = GUI.skin.FindStyle("ToolbarSeachCancelButtonEmpty"); | |
GUILayout.Space(10); | |
filter = EditorGUILayout.TextField(filter, searchStyle); | |
if(!string.IsNullOrEmpty(filter)) | |
{ | |
if(GUILayout.Button("", cancelStyle)) | |
{ | |
filter = ""; | |
GUIUtility.hotControl = 0; | |
EditorGUIUtility.editingTextField = false; | |
} | |
} | |
else | |
{ | |
GUILayout.Button("", noCancelStyle); | |
} | |
GUILayout.Space(10); | |
EditorGUILayout.EndHorizontal(); | |
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition); | |
DrawName(prefabRoot.transform); | |
RecurseChildren(prefabRoot.transform); | |
EditorGUILayout.EndScrollView(); | |
} | |
} | |
void DrawName(Transform transform) | |
{ | |
if(!string.IsNullOrEmpty(filter) && transform.name.IndexOf(filter, System.StringComparison.CurrentCultureIgnoreCase) == -1) | |
{ | |
// Skip if a filter is applied and we don't match | |
return; | |
} | |
GUIStyle style = EditorStyles.label; | |
if(Selection.objects.Contains(transform.gameObject)) | |
{ | |
style = new GUIStyle(style); | |
style.normal.textColor = Color.blue; | |
} | |
Rect rect = EditorGUILayout.GetControlRect(); | |
rect = EditorGUI.IndentedRect(rect); | |
if(GUI.Button(rect, transform.name, style)) | |
{ | |
if(Event.current.shift) | |
{ | |
List<Object> selection = new List<Object>(Selection.objects); | |
selection.Add(transform.gameObject); | |
Selection.objects = selection.ToArray(); | |
} | |
else | |
{ | |
Selection.activeTransform = transform; | |
} | |
} | |
} | |
void RecurseChildren(Transform parent) | |
{ | |
EditorGUI.indentLevel++; | |
foreach (Transform childTransform in parent) | |
{ | |
DrawName(childTransform); | |
if (childTransform.childCount > 0) | |
RecurseChildren(childTransform); | |
} | |
EditorGUI.indentLevel--; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment