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Code snip which shows gather all files under selected folder in Unity's Project View
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/// <summary> | |
/// Retrieves selected folder on Project view. | |
/// </summary> | |
/// <returns></returns> | |
public static string GetSelectedPathOrFallback() | |
{ | |
string path = "Assets"; | |
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets)) | |
{ | |
path = AssetDatabase.GetAssetPath(obj); | |
if (!string.IsNullOrEmpty(path) && File.Exists(path)) | |
{ | |
path = Path.GetDirectoryName(path); | |
break; | |
} | |
} | |
return path; | |
} | |
/// <summary> | |
/// Recursively gather all files under the given path including all its subfolders. | |
/// </summary> | |
static IEnumerable<string> GetFiles(string path) | |
{ | |
Queue<string> queue = new Queue<string>(); | |
queue.Enqueue(path); | |
while (queue.Count > 0) | |
{ | |
path = queue.Dequeue(); | |
try | |
{ | |
foreach (string subDir in Directory.GetDirectories(path)) | |
{ | |
queue.Enqueue(subDir); | |
} | |
} | |
catch (System.Exception ex) | |
{ | |
Debug.LogError(ex.Message); | |
} | |
string[] files = null; | |
try | |
{ | |
files = Directory.GetFiles(path); | |
} | |
catch (System.Exception ex) | |
{ | |
Debug.LogError(ex.Message); | |
} | |
if (files != null) | |
{ | |
for (int i = 0; i < files.Length; i++) | |
{ | |
yield return files[i]; | |
} | |
} | |
} | |
} | |
// You can either filter files to get only neccessary files by its file extension using LINQ. | |
// It excludes .meta files from all the gathers file list. | |
var assetFiles = GetFiles(GetSelectedPathOrFallback()).Where(s => s.Contains(".meta") == false); | |
foreach (string f in assetFiles) | |
{ | |
Debug.Log("Files: " + f); | |
} | |
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