i'm trying to make a custom editor and i was wondering if there's any way to detect what exact type is an asset when GetType()
returns UnityEditor.DefaultAsset.
I can detect most of the basic items(Like script, scene, shader, gameobject) but i haven't been able to determine what type is a DefaultAsset. For folders I use the IsValidFolder method, but i don't know if there's a way to get more information for other objects, like a .DLL
This is actually my code:
if (Selection.activeObject == null) return;
switch (Selection.activeObject.GetType().Name)
{
case "SceneAsset":
//IsAScene
break;
case "DefaultAsset":
if (AssetDatabase.IsValidFolder(AssetDatabase.GetAssetPath(Selection.activeObject)))
//IsAFolder
else
//UnknownItem
break;
case "MonoScript":
//IsAScript
break;
case "GameObject":
//IsAGameObject
if (PrefabUtility.GetPrefabAssetType(Selection.activeGameObject) != PrefabAssetType.NotAPrefab)
//IsAPrefab
break;
case "Shader":
//IsAShader
break;
case "AudioMixerController":
//IsAnAudioMixer
break;
default:
//Other
break;
}
Thank you
CodePudding user response:
Try something like:
if (Selection.activeObject.GetType() == typeof(DefaultAsset))
{
// ...
}
I'll leave it to you to adopt it into your switch
statement. Also as mentioned, don't use magic strings. Use typeof
instead.
CodePudding user response:
There is no general method to get type of DefaultAsset
in Unity (yet).
You have to use specific code to detect a specific type.
To detect dll files you can check its extension or importer.
var path = AssetDatabase.GetAssetPath(Selection.activeObject);
var extension = Path.GetExtension(path).ToLowerInvariant();
if(extension == ".dll" || extension == ".so"){}
var importer = AssetImporter.GetAtPath(path) as PluginImporter;
if(importer){}