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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.Collections.Generic;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// As static class that lets you look for missing scripts on any prefab in your project, or for prefabs equipped with a certain type of MonoBehaviour
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/// </summary>
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public class MMFindPrefabsByMono : EditorWindow
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{
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protected Vector2 _scrollView;
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protected string[] _tabs = new string[] { "Find prefabs with missing components", "Find prefabs by MonoBehaviour" };
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protected int _selectedTab;
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protected int _lastSelectedTab = -1;
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protected MonoScript _searchedMonoBehaviour;
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protected MonoScript _lastSearchedMonoBehaviour;
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protected string _searchedMonoBehaviourName = "";
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protected List<string> _resultsList;
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static GUIStyle _padded;
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static GUIStyle _horizontalPadded;
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static int _horizontalPadding = 20;
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static int _verticalPadding = 20;
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static RectOffset _padding;
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static RectOffset _horizontalPaddingOnly;
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/// <summary>
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/// Menu bound method
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/// </summary>
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[MenuItem("Tools/More Mountains/Prefab Finder", false, 504)]
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public static void MenuAction()
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{
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OpenWindow();
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}
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/// <summary>
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/// Opens and resizes the window
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/// </summary>
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public static void OpenWindow()
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{
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InitializePaddingAndStyles();
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MMFindPrefabsByMono window = (MMFindPrefabsByMono)EditorWindow.GetWindow(typeof(MMFindPrefabsByMono));
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window.position = new Rect(400, 400, 800, 600);
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window.titleContent = new GUIContent("MM Prefabs Finder");
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window.Show();
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}
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/// <summary>
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/// Initializes padding variables and GUI styles
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/// </summary>
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static void InitializePaddingAndStyles()
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{
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if (_padding == null)
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{
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_padding = new RectOffset(_horizontalPadding, _horizontalPadding, _verticalPadding, _verticalPadding);
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_horizontalPaddingOnly = new RectOffset(_horizontalPadding, _horizontalPadding, 0, 0);
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_padded = new GUIStyle
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{
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name = "padded",
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padding = _padding
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};
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_horizontalPadded = new GUIStyle
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{
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name = "horizontalPadded",
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padding = _horizontalPaddingOnly
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};
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}
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}
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/// <summary>
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/// Draws tab buttons
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/// </summary>
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protected virtual void DrawTabs()
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{
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GUI.skin.box.padding = _padding;
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GUILayout.BeginHorizontal("box");
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GUILayout.Space(10);
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_selectedTab = GUILayout.Toolbar(_selectedTab, _tabs);
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GUILayout.EndHorizontal();
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}
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/// <summary>
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/// Detects changes in tabs selection
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/// </summary>
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protected virtual void HandleTabsChange()
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{
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if (_lastSelectedTab != _selectedTab)
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{
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_lastSelectedTab = _selectedTab;
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_resultsList = new List<string>();
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_searchedMonoBehaviourName = _searchedMonoBehaviour == null ? "" : _searchedMonoBehaviour.name;
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_lastSearchedMonoBehaviour = null;
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}
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}
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/// <summary>
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/// Draws the content of the selected tab
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/// </summary>
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protected virtual void DrawSelectedTab()
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{
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switch (_selectedTab)
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{
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case 0:
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DrawSearchMissing();
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break;
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case 1:
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DrawSearchByMonoBehaviour();
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break;
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}
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}
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/// <summary>
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/// Draws the search by mono form
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/// </summary>
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protected virtual void DrawSearchByMonoBehaviour()
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{
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GUILayout.BeginHorizontal("box");
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GUILayout.Space(20);
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GUILayout.BeginVertical();
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GUILayout.Label("Select a MonoBehaviour to search for:");
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_searchedMonoBehaviour = (MonoScript)EditorGUILayout.ObjectField(_searchedMonoBehaviour, typeof(MonoScript), false);
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GUILayout.EndVertical();
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GUILayout.Space(10);
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if (_searchedMonoBehaviour != _lastSearchedMonoBehaviour)
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{
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string[] allPrefabsInProject = GetAllPrefabsInProject();
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_lastSearchedMonoBehaviour = _searchedMonoBehaviour;
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_searchedMonoBehaviourName = _searchedMonoBehaviour.name;
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AssetDatabase.SaveAssets();
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string searchedMonoBehaviourPath = AssetDatabase.GetAssetPath(_searchedMonoBehaviour);
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_resultsList = new List<string>();
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foreach (string prefab in allPrefabsInProject)
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{
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string[] pathName = new string[] { prefab };
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string[] monoDependenciesPaths = AssetDatabase.GetDependencies(pathName, false);
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foreach (string monoDependencyPath in monoDependenciesPaths)
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{
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if (monoDependencyPath == searchedMonoBehaviourPath)
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{
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_resultsList.Add(prefab);
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}
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}
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}
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}
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GUILayout.EndHorizontal();
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}
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/// <summary>
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/// Draws the search missing form
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/// </summary>
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protected virtual void DrawSearchMissing()
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{
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GUILayout.BeginHorizontal("box");
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GUILayout.Space(20);
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if (GUILayout.Button("Search the project for prefabs with missing scripts"))
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{
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string[] allPrefabs = GetAllPrefabsInProject();
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_resultsList = new List<string>();
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foreach (string prefab in allPrefabs)
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{
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UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(prefab);
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GameObject assetGameObject;
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try
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{
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assetGameObject = (GameObject)asset;
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Component[] components = assetGameObject.GetComponentsInChildren<Component>(true);
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foreach (Component component in components)
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{
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if (component == null)
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{
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_resultsList.Add(prefab);
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}
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}
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}
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catch
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{
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Debug.Log("An error occured with prefab " + prefab);
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}
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}
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}
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GUILayout.EndHorizontal();
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}
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/// <summary>
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/// Draws the result list
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/// </summary>
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protected virtual void DrawResultsList()
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{
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GUILayout.BeginHorizontal(_padded);
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if (_resultsList != null)
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{
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if (_resultsList.Count == 0)
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{
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switch (_selectedTab)
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{
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case 0:
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GUILayout.Label("No prefabs have missing components.", EditorStyles.boldLabel);
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break;
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case 1:
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if (!string.IsNullOrEmpty(_searchedMonoBehaviourName))
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{
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GUILayout.Label("No prefabs use component " + _searchedMonoBehaviourName, EditorStyles.boldLabel);
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}
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break;
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}
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GUILayout.EndHorizontal(); // end padded
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}
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else
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{
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switch (_selectedTab)
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{
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case 0:
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GUILayout.Label("These prefabs have missing components :", EditorStyles.boldLabel);
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break;
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case 1:
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GUILayout.Label("MonoBehaviour " + _searchedMonoBehaviourName + " was found in these prefabs :", EditorStyles.boldLabel);
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break;
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}
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GUILayout.EndHorizontal(); // end padded
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GUILayout.BeginHorizontal();
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GUI.skin.scrollView.padding = _padding;
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_scrollView = GUILayout.BeginScrollView(_scrollView);
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foreach (string s in _resultsList)
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{
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GUILayout.BeginHorizontal(_horizontalPadded);
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GUILayout.Label(s, GUILayout.Width(4 * (position.width - 4 * _horizontalPadding) / 5));
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GUI.skin.button.alignment = TextAnchor.MiddleCenter;
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if (GUILayout.Button("Select prefab", GUILayout.Width((position.width - 4 * _horizontalPadding) / 5 - 20)))
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{
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Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(s);
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}
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GUILayout.EndHorizontal();
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}
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GUILayout.EndScrollView();
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GUILayout.EndHorizontal();
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}
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// On GUI we draw our window's contents
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/// </summary>
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protected virtual void OnGUI()
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{
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InitializePaddingAndStyles();
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DrawTabs();
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HandleTabsChange();
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DrawSelectedTab();
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DrawResultsList();
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}
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#endif
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/// <summary>
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/// Gets all prefabs and sorts them alphabetically
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/// </summary>
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/// <returns></returns>
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public static string[] GetAllPrefabsInProject()
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{
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string[] assetPaths = AssetDatabase.GetAllAssetPaths();
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List<string> results = new List<string>();
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foreach (string assetPath in assetPaths)
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{
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if (assetPath.Contains(".prefab"))
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{
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results.Add(assetPath);
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}
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}
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results.Sort();
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return results.ToArray();
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}
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}
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}
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#endif
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