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July 10, 2023 12:45
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Unity Editor helper methods to get Prefabs with one or more specific components from the assets database.
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
namespace Utils.Editor | |
{ | |
public static class AssetDatabaseExt | |
{ | |
[Flags] | |
public enum FindOptions | |
{ | |
None = 0, | |
ConsiderChildren = 1 | |
} | |
public static List<T> FindAssets<T>(string[] folders = null) where T : Object | |
{ | |
var guids = AssetDatabase.FindAssets($"t:{typeof(T)}", folders); | |
return guids.Select(g => AssetDatabase.LoadAssetAtPath<T>( | |
AssetDatabase.GUIDToAssetPath(g))).ToList(); | |
} | |
public static List<GameObject> FindPrefabs<T>(FindOptions options = 0, string[] folders = null) | |
{ | |
return FindPrefabs(new []{typeof(T)}, options, folders); | |
} | |
public static List<GameObject> FindPrefabs<T1, T2>(FindOptions options = 0, string[] folders = null) | |
{ | |
return FindPrefabs(new []{typeof(T1), typeof(T2)} , options, folders); | |
} | |
public static List<GameObject> FindPrefabs<T1, T2, T3>(FindOptions options = 0, string[] folders = null) | |
{ | |
return FindPrefabs(new []{typeof(T1), typeof(T2), typeof(T3)} , options, folders); | |
} | |
public static List<GameObject> FindPrefabs(IEnumerable<Type> types, FindOptions options, string[] folders) | |
{ | |
var considerChildren = options.HasFlag(FindOptions.ConsiderChildren); | |
var guids = AssetDatabase.FindAssets("t:Prefab", folders); | |
var prefabs = guids.Select(g => AssetDatabase.LoadAssetAtPath<GameObject>( | |
AssetDatabase.GUIDToAssetPath(g))).ToList(); | |
if (considerChildren) | |
{ | |
IEnumerable<GameObject> result = prefabs; | |
// By default is the AND of all specified Types | |
foreach (var type in types) | |
{ | |
result = result.Where(p => p.GetComponentInChildren(type) != null); | |
} | |
return result.ToList(); | |
} | |
else | |
{ | |
IEnumerable<GameObject> result = prefabs; | |
// By default is the AND of all specified Types | |
foreach (var type in types) | |
{ | |
result = result.Where(p => p.GetComponent(type) != null); | |
} | |
return result.ToList(); | |
} | |
} | |
} | |
} |
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Added a way to get assets from specific type too