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| 1 | +// select multiple files or folders from Project window, then can filter by type and select all objects of that type |
| 2 | + |
| 3 | +using UnityEditor; |
| 4 | +using UnityEngine; |
| 5 | +using System.Collections.Generic; |
| 6 | + |
| 7 | +namespace UnityLibrary |
| 8 | +{ |
| 9 | + public class SelectAssetsByType : EditorWindow |
| 10 | + { |
| 11 | + private Dictionary<System.Type, List<Object>> groupedObjects; |
| 12 | + private List<Object> allObjects; |
| 13 | + |
| 14 | + [MenuItem("Tools/UnityLibrary/Select Assets By Type")] |
| 15 | + public static void ShowWindow() |
| 16 | + { |
| 17 | + GetWindow<SelectAssetsByType>("Select Assets By Type"); |
| 18 | + } |
| 19 | + |
| 20 | + private void OnEnable() |
| 21 | + { |
| 22 | + // Automatically refresh whenever selection changes |
| 23 | + Selection.selectionChanged += RefreshSelection; |
| 24 | + RefreshSelection(); |
| 25 | + } |
| 26 | + |
| 27 | + private void OnDisable() |
| 28 | + { |
| 29 | + // Unsubscribe from selection change event |
| 30 | + Selection.selectionChanged -= RefreshSelection; |
| 31 | + } |
| 32 | + |
| 33 | + private void OnGUI() |
| 34 | + { |
| 35 | + if (groupedObjects != null) |
| 36 | + { |
| 37 | + foreach (var group in groupedObjects) |
| 38 | + { |
| 39 | + if (group.Value.Count > 0) |
| 40 | + { |
| 41 | + // Show type and number of objects |
| 42 | + if (GUILayout.Button($"{group.Value.Count} {group.Key.Name}(s)")) |
| 43 | + { |
| 44 | + // Select objects of this type in the editor |
| 45 | + SelectObjects(group.Value); |
| 46 | + } |
| 47 | + } |
| 48 | + } |
| 49 | + } |
| 50 | + } |
| 51 | + |
| 52 | + private void RefreshSelection() |
| 53 | + { |
| 54 | + groupedObjects = new Dictionary<System.Type, List<Object>>(); |
| 55 | + allObjects = new List<Object>(); |
| 56 | + |
| 57 | + // Get selected objects and their children |
| 58 | + var selectedObjects = Selection.objects; |
| 59 | + foreach (var obj in selectedObjects) |
| 60 | + { |
| 61 | + allObjects.Add(obj); |
| 62 | + |
| 63 | + // If the object is a folder, include assets inside the folder recursively |
| 64 | + if (AssetDatabase.IsValidFolder(AssetDatabase.GetAssetPath(obj))) |
| 65 | + { |
| 66 | + AddFolderContents(AssetDatabase.GetAssetPath(obj)); |
| 67 | + } |
| 68 | + else |
| 69 | + { |
| 70 | + // Add children if it's a GameObject |
| 71 | + if (obj is GameObject gameObject) |
| 72 | + { |
| 73 | + AddChildren(gameObject); |
| 74 | + } |
| 75 | + } |
| 76 | + } |
| 77 | + |
| 78 | + // Group by type |
| 79 | + foreach (var obj in allObjects) |
| 80 | + { |
| 81 | + var type = obj.GetType(); |
| 82 | + if (!groupedObjects.ContainsKey(type)) |
| 83 | + { |
| 84 | + groupedObjects[type] = new List<Object>(); |
| 85 | + } |
| 86 | + groupedObjects[type].Add(obj); |
| 87 | + } |
| 88 | + |
| 89 | + // Refresh the window UI |
| 90 | + Repaint(); |
| 91 | + } |
| 92 | + |
| 93 | + private void AddChildren(GameObject obj) |
| 94 | + { |
| 95 | + foreach (Transform child in obj.transform) |
| 96 | + { |
| 97 | + allObjects.Add(child.gameObject); |
| 98 | + AddChildren(child.gameObject); |
| 99 | + } |
| 100 | + } |
| 101 | + |
| 102 | + private void AddFolderContents(string folderPath) |
| 103 | + { |
| 104 | + // Get all assets in the folder and subfolders |
| 105 | + string[] guids = AssetDatabase.FindAssets("", new[] { folderPath }); |
| 106 | + foreach (string guid in guids) |
| 107 | + { |
| 108 | + string path = AssetDatabase.GUIDToAssetPath(guid); |
| 109 | + Object asset = AssetDatabase.LoadAssetAtPath<Object>(path); |
| 110 | + if (asset != null) |
| 111 | + { |
| 112 | + allObjects.Add(asset); |
| 113 | + } |
| 114 | + } |
| 115 | + } |
| 116 | + |
| 117 | + private void SelectObjects(List<Object> objects) |
| 118 | + { |
| 119 | + Selection.objects = objects.ToArray(); |
| 120 | + } |
| 121 | + } |
| 122 | +} |
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