Created
July 13, 2018 17:56
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Bulk apply / revert selected prefabs editor script
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namespace PixelWizards.EditorTools | |
{ | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Apply or revert multiple prefabs at the same time | |
/// Source: https://forum.unity3d.com/threads/little-script-apply-and-revert-several-prefab-at-once.295311/ | |
/// </summary> | |
public class ApplySelectedPrefabs | |
{ | |
private delegate void ChangePrefab(GameObject go); | |
private const int SelectionThresholdForProgressBar = 20; | |
private static bool showProgressBar; | |
private static int changedObjectsCount; | |
[MenuItem("GameObject/Apply Changes To Selected Prefabs %j", false, 100)] | |
private static void ApplyPrefabs() | |
{ | |
SearchPrefabConnections(ApplyToSelectedPrefabs); | |
} | |
[MenuItem("GameObject/Revert Changes Of Selected Prefabs", false, 100)] | |
private static void ResetPrefabs() | |
{ | |
SearchPrefabConnections(RevertToSelectedPrefabs); | |
} | |
[MenuItem("GameObject/Apply Changes To Selected Prefabs", true)] | |
[MenuItem("GameObject/Revert Changes Of Selected Prefabs", true)] | |
private static bool IsSceneObjectSelected() | |
{ | |
return Selection.activeTransform != null; | |
} | |
//Look for connections | |
private static void SearchPrefabConnections(ChangePrefab changePrefabAction) | |
{ | |
GameObject[] selectedTransforms = Selection.gameObjects; | |
int numberOfTransforms = selectedTransforms.Length; | |
showProgressBar = numberOfTransforms >= SelectionThresholdForProgressBar; | |
changedObjectsCount = 0; | |
//Iterate through all the selected gameobjects | |
try | |
{ | |
for (int i = 0; i < numberOfTransforms; i++) | |
{ | |
var go = selectedTransforms[i]; | |
if (showProgressBar) | |
{ | |
EditorUtility.DisplayProgressBar("Update prefabs", "Updating prefab " + go.name + " (" + i + "/" + numberOfTransforms + ")", | |
(float)i / (float)numberOfTransforms); | |
} | |
IterateThroughObjectTree(changePrefabAction, go); | |
} | |
} | |
finally | |
{ | |
if (showProgressBar) | |
{ | |
EditorUtility.ClearProgressBar(); | |
} | |
Debug.LogFormat("{0} Prefab(s) updated", changedObjectsCount); | |
} | |
} | |
private static void IterateThroughObjectTree(ChangePrefab changePrefabAction, GameObject go) | |
{ | |
var prefabType = PrefabUtility.GetPrefabType(go); | |
//Is the selected gameobject a prefab? | |
if (prefabType == PrefabType.PrefabInstance || prefabType == PrefabType.DisconnectedPrefabInstance) | |
{ | |
var prefabRoot = PrefabUtility.FindRootGameObjectWithSameParentPrefab(go); | |
if (prefabRoot != null) | |
{ | |
changePrefabAction(prefabRoot); | |
changedObjectsCount++; | |
return; | |
} | |
} | |
// If not a prefab, go through all children | |
var transform = go.transform; | |
var children = transform.childCount; | |
for (int i = 0; i < children; i++) | |
{ | |
var childGo = transform.GetChild(i).gameObject; | |
IterateThroughObjectTree(changePrefabAction, childGo); | |
} | |
} | |
//Apply | |
private static void ApplyToSelectedPrefabs(GameObject go) | |
{ | |
var prefabAsset = PrefabUtility.GetPrefabParent(go); | |
if (prefabAsset == null) | |
{ | |
return; | |
} | |
PrefabUtility.ReplacePrefab(go, prefabAsset, ReplacePrefabOptions.ConnectToPrefab); | |
} | |
//Revert | |
private static void RevertToSelectedPrefabs(GameObject go) | |
{ | |
PrefabUtility.ReconnectToLastPrefab(go); | |
PrefabUtility.RevertPrefabInstance(go); | |
} | |
} | |
} |
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