Version: 2021.3
언어: 한국어

SearchContextAttributeConstructor

매뉴얼로 전환
public SearchContextAttribute (string query);
public SearchContextAttribute (string query, Search.SearchViewFlags flags);
public SearchContextAttribute (string query, string providerIdsCommaSeparated);
public SearchContextAttribute (string query, string providerIdsCommaSeparated, Search.SearchViewFlags flags);
public SearchContextAttribute (string query, params Type[] instantiableProviders);
public SearchContextAttribute (string query, Search.SearchViewFlags flags, params Type[] instantiableProviders);
public SearchContextAttribute (string query, Search.SearchViewFlags flags, string providerIdsCommaSeparated, params Type[] instantiableProviders);

파라미터

query Initial search query text used to open the Object Picker window.
flags Search view flags used to open the Object Picker in various states.
providerIdsCommaSeparated A list of Search Provider IDs that will be used to create the search context.
instantiableProviders Search provider concrete types that will be instantiated and assigned to the Object Picker search context.

설명

Search context constructor used to add some search context to an object field.

const string assetProviders = "adb;asset";
const string objectProviders = "adb,asset,scene";

[SearchContext("cub", "adb", SearchViewFlags.ListView)] public MonoScript myProjectScript;
[SearchContext("script", "adb", SearchViewFlags.Packages | SearchViewFlags.CompactView)] public MonoScript myPackageScript;
[SearchContext("t:texture", assetProviders, SearchViewFlags.GridView)] public Texture myTexture;
[SearchContext("t:texture", "adb", SearchViewFlags.OpenInspectorPreview)] public Texture myTextureWithInspector;
[SearchContext("Assets non_mobile", SearchViewFlags.Centered)] public UnityEngine.Object myAnyObject;
[SearchContext("Assets non_mobile", SearchViewFlags.Debug)] public UnityEngine.Object myDebugObject;
[SearchContext("t:mesh is:nested mesh", "asset")] public UnityEngine.Object assetMesh;
[SearchContext("h:cube", objectProviders)] public MeshFilter sceneMesh;
[SearchContext("shader:standard", assetProviders, SearchViewFlags.HideSearchBar)] public Material materialNoSearchBar;
[SearchContext("select{p:t:material, @label, @size}", objectProviders, SearchViewFlags.TableView)] public Material selectMaterial;
[SearchContext("Assets/Queries/textures.asset", assetProviders)] public Texture searchQueryPathTexture;
[SearchContext("3c7f5dff3fb5d724688dfcecfb131b2a", assetProviders)] public Texture searchQueryGuidTexture;
[SearchContext("Assets non_mobile", SearchViewFlags.EnableSearchQuery)] public UnityEngine.Object myObjectWithSearchQueryEnabled;
[SearchContext("Assets non_mobile", SearchViewFlags.DisableInspectorPreview)] public UnityEngine.Object myObjectWithInspectorDisabled;
[SearchContext("p: t:texture", "asset", SearchViewFlags.OpenInBuilderMode)] public Texture myTextureWithBuilder;
[SearchContext("p: t:texture", "asset", SearchViewFlags.OpenInBuilderMode | SearchViewFlags.DisableBuilderModeToggle)] public Texture myTextureWithBuilderNoToggle;
[SearchContext("p: t:texture", "asset", SearchViewFlags.OpenInTextMode | SearchViewFlags.DisableBuilderModeToggle)] public Texture myTextureNoBuilderNoToggle;
#if USE_QUERY_BUILDER
[SearchContext("p: t=<$list:Texture2D,[Texture2D,Material,Prefab]$>", "asset", SearchViewFlags.OpenInBuilderMode | SearchViewFlags.DisableBuilderModeToggle)] public UnityEngine.Object myObjectOfConstrainedTypes;
#endif