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using UnityEngine;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
//带数据的TreeViewItem
public class AssetViewItem : TreeViewItem
{
public ReferenceFinderData.AssetDescription data;
}
//资源引用树
public class AssetTreeView : TreeView
{
//图标宽度
const float kIconWidth = 18f;
//列表高度
const float kRowHeights = 20f;
public AssetViewItem assetRoot;
private GUIStyle stateGUIStyle = new GUIStyle { richText = true, alignment = TextAnchor.MiddleCenter };
//列信息
enum MyColumns
{
Name,
Path,
State,
}
public AssetTreeView(TreeViewState state,MultiColumnHeader multicolumnHeader):base(state,multicolumnHeader)
{
rowHeight = kRowHeights;
columnIndexForTreeFoldouts = 0;
showAlternatingRowBackgrounds = true;
showBorder = false;
customFoldoutYOffset = (kRowHeights - EditorGUIUtility.singleLineHeight) * 0.5f; // center foldout in the row since we also center content. See RowGUI
extraSpaceBeforeIconAndLabel = kIconWidth;
}
//响应右击事件
protected override void ContextClickedItem(int id)
{
SetExpanded(id, !IsExpanded(id));
}
//响应双击事件
protected override void DoubleClickedItem(int id)
{
var item = (AssetViewItem)FindItem(id, rootItem);
//在ProjectWindow中高亮双击资源
if (item != null)
{
var assetObject = AssetDatabase.LoadAssetAtPath(item.data.path, typeof(UnityEngine.Object));
EditorUtility.FocusProjectWindow();
Selection.activeObject = assetObject;
EditorGUIUtility.PingObject(assetObject);
}
}
//生成ColumnHeader
public static MultiColumnHeaderState CreateDefaultMultiColumnHeaderState(float treeViewWidth)
{
var columns = new[]
{
//图标+名称
new MultiColumnHeaderState.Column
{
headerContent = new GUIContent("Name"),
headerTextAlignment = TextAlignment.Center,
sortedAscending = false,
width = 200,
minWidth = 60,
autoResize = false,
allowToggleVisibility = false,
canSort = false
},
//路径
new MultiColumnHeaderState.Column
{
headerContent = new GUIContent("Path"),
headerTextAlignment = TextAlignment.Center,
sortedAscending = false,
width = 360,
minWidth = 60,
autoResize = false,
allowToggleVisibility = false,
canSort = false
},
//状态
new MultiColumnHeaderState.Column
{
headerContent = new GUIContent("State"),
headerTextAlignment = TextAlignment.Center,
sortedAscending = false,
width = 60,
minWidth = 60,
autoResize = false,
allowToggleVisibility = true,
canSort = false
},
};
var state = new MultiColumnHeaderState(columns);
return state;
}
protected override TreeViewItem BuildRoot()
{
return assetRoot;
}
protected override void RowGUI(RowGUIArgs args)
{
var item = (AssetViewItem)args.item;
for(int i = 0; i < args.GetNumVisibleColumns(); ++i)
{
CellGUI(args.GetCellRect(i), item, (MyColumns)args.GetColumn(i), ref args);
}
}
//绘制列表中的每项内容
void CellGUI(Rect cellRect,AssetViewItem item,MyColumns column, ref RowGUIArgs args)
{
CenterRectUsingSingleLineHeight(ref cellRect);
switch (column)
{
case MyColumns.Name:
{
var iconRect = cellRect;
iconRect.x += GetContentIndent(item);
iconRect.width = kIconWidth;
if (iconRect.x < cellRect.xMax)
{
var icon = GetIcon(item.data.path);
if(icon != null)
GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit);
}
args.rowRect = cellRect;
base.RowGUI(args);
}
break;
case MyColumns.Path:
{
GUI.Label(cellRect, item.data.path);
}
break;
case MyColumns.State:
{
GUI.Label(cellRect, ReferenceFinderData.GetInfoByState(item.data.state),stateGUIStyle);
}
break;
}
}
//根据资源信息获取资源图标
private Texture2D GetIcon(string path)
{
Object obj = AssetDatabase.LoadAssetAtPath(path, typeof(Object));
if (obj != null)
{
Texture2D icon = AssetPreview.GetMiniThumbnail(obj);
if (icon == null)
icon = AssetPreview.GetMiniTypeThumbnail(obj.GetType());
return icon;
}
return null;
}
}