Version: 2021.1
LanguageEnglish
  • C#

SearchAction

class in UnityEditor.Search

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Description

Defines an action that can be applied on a SearchItem of a specific search provider type.

using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Search;
using UnityEngine;
using UnityEngine.Rendering;

public class Example_SearchAction
{
    [SearchActionsProvider]
    internal static IEnumerable<SearchAction> ActionHandlers()
    {
        return new[]
        {
            new SearchAction("asset", "print_dependencies", new GUIContent("Print Dependencies", null, "Print all dependencies of an asset."))
            {
                // If this action is the default, double-clicking on an item to execute this action will not close the Search window.
                closeWindowAfterExecution = false,

                // Handler for a single item.
                handler = (item) =>
                {
                    var asset = item.ToObject();
                    if (!asset)
                        return;
                    var path = AssetDatabase.GetAssetPath(asset);
                    if (string.IsNullOrEmpty(path))
                        return;

                    var dependencyPaths = AssetDatabase.GetDependencies(path);
                    foreach (var dependencyPath in dependencyPaths)
                    {
                        var o = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(dependencyPath);
                        if (o != null)
                            Debug.Log(dependencyPath, o);
                    }
                }
            },

            new SearchAction("scene", "toggle_cast_shadows", new GUIContent("Toggle Cast Shadows", null, "Toggle Cast Shadows on a Mesh"))
            {
                // Only enable this action if any of the selected items are actually a GameObject with a MeshRenderer.
                enabled = items =>
                {
                    foreach (var searchItem in items)
                    {
                        var go = searchItem.ToObject<GameObject>();
                        if (!go)
                            continue;
                        var mesh = go.GetComponent<MeshRenderer>();
                        if (mesh)
                            return true;
                    }
                    return false;
                },
                // Handler for multiple items: (used when multi selection is used in the Search Window).
                execute = (items) =>
                {
                    foreach (var searchItem in items)
                    {
                        var go = searchItem.ToObject<GameObject>();
                        if (!go)
                            continue;
                        var mesh = go.GetComponent<MeshRenderer>();
                        if (!mesh)
                            continue;
                        mesh.shadowCastingMode = mesh.shadowCastingMode == ShadowCastingMode.Off ? ShadowCastingMode.On : ShadowCastingMode.Off;
                    }
                }
            },
        };
    }
}

Properties

closeWindowAfterExecutionIndicates if the search view should be closed after the action execution.
displayNameDisplay name for the search action.
enabledCallback used to check if the action is enabled based on the current context.
executeExecutes an action on a set of items.
handlerThis handler is used for actions that do not support multi-selection.
idAction unique identifier.

Constructors

SearchActionDefault constructor to build a search action.