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62 lines
1.7 KiB
C#

1 year ago
using System;
using UnityEditor;
using UnityEditor.VersionControl;
using Unity.PlasticSCM.Editor.AssetUtils;
namespace Unity.PlasticSCM.Editor.AssetMenu
{
internal class ProjectViewAssetSelection : AssetOperations.IAssetSelection
{
internal ProjectViewAssetSelection(Action assetSelectionChangedAction)
{
mAssetSelectionChangedAction = assetSelectionChangedAction;
Selection.selectionChanged += SelectionChanged;
}
internal void Dispose()
{
Selection.selectionChanged -= SelectionChanged;
}
void SelectionChanged()
{
// Selection.selectionChanged gets triggered on both
// project view and scene view. We only want to trigger
// the action if user selects on project view (has assets)
if (HasSelectedAssets())
mAssetSelectionChangedAction();
}
AssetList AssetOperations.IAssetSelection.GetSelectedAssets()
{
if (Selection.assetGUIDs.Length == 0)
return new AssetList();
AssetList result = new AssetList();
foreach (string guid in Selection.assetGUIDs)
{
string assetPath = AssetsPath.GetFullPath.ForGuid(guid);
if (string.IsNullOrEmpty(assetPath))
continue;
result.Add(new Asset(assetPath));
}
return result;
}
bool HasSelectedAssets()
{
// Objects in project view have GUIDs, objects in scene view don't
return Selection.assetGUIDs.Length > 0;
}
Action mAssetSelectionChangedAction;
}
}