├── Samples~
├── Folders
│ ├── None.png
│ ├── Folder_Black.png
│ ├── Folder_Cyan.png
│ ├── Folder_Green.png
│ ├── Folder_Grey.png
│ ├── Folder_Lime.png
│ ├── Folder_Orange.png
│ ├── Folder_Pink.png
│ ├── Folder_Purple.png
│ ├── Folder_White.png
│ ├── Folder_Yellow.png
│ ├── Folder_Default.png
│ ├── Folder_LightRed.png
│ ├── Folder_SkyBlue.png
│ ├── Folder_LightBlue.png
│ ├── Folder_LightGrey.png
│ ├── Folder_LightPink.png
│ └── Folder_Turquoise.png
└── Icons
│ └── Icon_Empty.png
├── FolderIcons
├── Folders
│ ├── None.png
│ ├── Folder_Black.png
│ ├── Folder_Cyan.png
│ ├── Folder_Green.png
│ ├── Folder_Grey.png
│ ├── Folder_Lime.png
│ ├── Folder_Pink.png
│ ├── Folder_White.png
│ ├── Folder_Default.png
│ ├── Folder_LightRed.png
│ ├── Folder_Orange.png
│ ├── Folder_Purple.png
│ ├── Folder_SkyBlue.png
│ ├── Folder_Yellow.png
│ ├── Folder_LightBlue.png
│ ├── Folder_LightGrey.png
│ ├── Folder_LightPink.png
│ ├── Folder_Turquoise.png
│ ├── Folder_Black.png.meta
│ ├── Folder_Cyan.png.meta
│ ├── Folder_Green.png.meta
│ ├── Folder_Grey.png.meta
│ ├── Folder_Lime.png.meta
│ ├── Folder_Orange.png.meta
│ ├── Folder_Pink.png.meta
│ ├── Folder_Purple.png.meta
│ ├── Folder_SkyBlue.png.meta
│ ├── Folder_White.png.meta
│ ├── Folder_Yellow.png.meta
│ ├── Folder_LightBlue.png.meta
│ ├── Folder_LightGrey.png.meta
│ ├── Folder_LightPink.png.meta
│ ├── Folder_LightRed.png.meta
│ ├── Folder_Turquoise.png.meta
│ ├── Folder_Default.png.meta
│ └── None.png.meta
├── Icons
│ ├── Icon_Empty.png
│ └── Icon_Empty.png.meta
├── Editor.meta
├── Folders.meta
├── Icons.meta
└── Editor
│ ├── FolderIconsEditor.asmdef.meta
│ ├── FolderIcons.cs.meta
│ ├── FolderIconGUI.cs.meta
│ ├── FolderIconConstants.cs.meta
│ ├── FolderIconSettings.cs.meta
│ ├── FolderIconSettingsEditor.cs.meta
│ ├── FolderIconsEditor.asmdef
│ ├── FolderIconSettings.cs
│ ├── FolderIconConstants.cs
│ ├── FolderIconGUI.cs
│ ├── FolderIcons.cs
│ └── FolderIconSettingsEditor.cs
├── LICENSE.meta
├── README.md.meta
├── package.json.meta
├── FolderIcons.meta
├── package.json
├── LICENSE
├── .gitignore
└── README.md
/Samples~/Folders/None.png:
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https://raw.githubusercontent.com/WooshiiDev/Unity-Folder-Icons/HEAD/Samples~/Folders/None.png
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/Samples~/Folders/Folder_Yellow.png:
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/FolderIcons/Folders/Folder_Black.png:
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/FolderIcons/Folders/Folder_Cyan.png:
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/FolderIcons/Folders/Folder_Green.png:
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/FolderIcons/Folders/Folder_Grey.png:
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/FolderIcons/Folders/Folder_White.png:
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/Samples~/Folders/Folder_LightRed.png:
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/Samples~/Folders/Folder_SkyBlue.png:
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https://raw.githubusercontent.com/WooshiiDev/Unity-Folder-Icons/HEAD/Samples~/Folders/Folder_SkyBlue.png
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/FolderIcons/Folders/Folder_Default.png:
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1 | {
2 | "name": "FolderIconsEditor",
3 | "references": [],
4 | "includePlatforms": [
5 | "Editor"
6 | ],
7 | "excludePlatforms": [],
8 | "allowUnsafeCode": false,
9 | "overrideReferences": false,
10 | "precompiledReferences": [],
11 | "autoReferenced": true,
12 | "defineConstraints": [],
13 | "versionDefines": [],
14 | "noEngineReferences": false
15 | }
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/package.json:
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1 | {
2 | "name": "com.wooshii.foldericons",
3 | "displayName": "Folder Icons",
4 | "version": "0.1.3",
5 | "unity": "2019.3",
6 | "description": "Folder Icons add custom folder textures and overlays to the Project Window",
7 | "keywords": [
8 | "project",
9 | "editor",
10 | "utility"
11 | ],
12 | "category": "Editor",
13 | "dependencies": {},
14 | "samples": [
15 | {
16 | "displayName": "Folder Textures",
17 | "description": "Provided coloured folder textures",
18 | "path": "Samples~/Folders"
19 | }
20 | ]
21 | }
22 |
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/FolderIcons/Editor/FolderIconSettings.cs:
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1 | using System;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace FolderIcons
6 | {
7 | [CreateAssetMenu (fileName = "Folder Icon Manager", menuName = "Scriptables/Others/Folder Manager")]
8 | public class FolderIconSettings : ScriptableObject
9 | {
10 | [Serializable]
11 | public class FolderIcon
12 | {
13 | public DefaultAsset folder;
14 |
15 | public Texture2D folderIcon;
16 | public Texture2D overlayIcon;
17 | }
18 |
19 | //Global Settings
20 | public bool showOverlay = true;
21 |
22 | public bool showCustomFolder = true;
23 |
24 | public FolderIcon[] icons = new FolderIcon[0];
25 | }
26 | }
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2021 Damian Slocombe
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/FolderIcons/Editor/FolderIconConstants.cs:
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1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace FolderIcons
5 | {
6 | ///
7 | /// Contains all constant data, values and colours FolderIcon requires
8 | ///
9 | internal static class FolderIconConstants
10 | {
11 | public static readonly string ASSET_DEFAULT_PATH = Application.dataPath;
12 |
13 | // Settings
14 | public const string FOLDER_TEXTURE_PATH = "Assets/ColouredFolders/Folders";
15 |
16 | public const string ICONS_TEXTURE_PATH = "Assets/ColouredFolders/Icons";
17 |
18 | public const string PREF_FOLDER = "FolderPlus_ShowCustomFolders";
19 | public const string PREF_OVERLAY = "FolderPlus_ShowCustomIcons";
20 |
21 | // GUI
22 | public const float MAX_TREE_WIDTH = 118f;
23 |
24 | public const float MAX_PROJECT_WIDTH = 96f;
25 |
26 | public const float MAX_TREE_HEIGHT = 16f;
27 | public const float MAX_PROJECT_HEIGHT = 110f;
28 |
29 | // Colours
30 | public static readonly Color SelectedColor = new Color (0.235f, 0.360f, 0.580f);
31 |
32 | public static Color BackgroundColour = EditorGUIUtility.isProSkin
33 | ? new Color32 (51, 51, 51, 255)
34 | : new Color32 (190, 190, 190, 255);
35 | }
36 | }
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/.gitignore:
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1 | # Ignore scene/asset files as they're not required
2 | # Package will include the correct files out of the bat, but these are needed
3 | # to handle unity package importing correctly
4 | *.unity
5 | *.unity.meta
6 | *.asset
7 | *.asset.meta
8 |
9 | # The usual stuff
10 | /[Ll]ibrary/
11 | /[Tt]emp/
12 | /[Oo]bj/
13 | /[Bb]uild/
14 | /[Bb]uilds/
15 | /[Ll]ogs/
16 | /[Mm]emoryCaptures/
17 |
18 | # Asset meta data should only be ignored when the corresponding asset is also ignored
19 | !/[Aa]ssets/**/*.meta
20 |
21 | # Uncomment this line if you wish to ignore the asset store tools plugin
22 | # /[Aa]ssets/AssetStoreTools*
23 |
24 | # Autogenerated Jetbrains Rider plugin
25 | [Aa]ssets/Plugins/Editor/JetBrains*
26 |
27 | # Visual Studio cache directory
28 | .vs/
29 |
30 | # Gradle cache directory
31 | .gradle/
32 |
33 | # Autogenerated VS/MD/Consulo solution and project files
34 | ExportedObj/
35 | .consulo/
36 | *.csproj
37 | *.unityproj
38 | *.sln
39 | *.suo
40 | *.tmp
41 | *.user
42 | *.userprefs
43 | *.pidb
44 | *.booproj
45 | *.svd
46 | *.pdb
47 | *.mdb
48 | *.opendb
49 | *.VC.db
50 |
51 | # Unity3D generated meta files
52 | *.pidb.meta
53 | *.pdb.meta
54 | *.mdb.meta
55 |
56 | # Unity3D generated file on crash reports
57 | sysinfo.txt
58 |
59 | # Builds
60 | *.apk
61 | *.unitypackage
62 |
63 | # Crashlytics generated file
64 | crashlytics-build.properties
65 |
66 |
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/FolderIcons/Editor/FolderIconGUI.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace FolderIcons
5 | {
6 | ///
7 | /// GUI Methods for Folder Icons.
8 | ///
9 | public static class FolderIconGUI
10 | {
11 | ///
12 | /// Draw the folder preview
13 | ///
14 | /// Rect to draw preview
15 | /// The folder texture
16 | /// The overlay texture
17 | public static void DrawFolderPreview(Rect rect, Texture folder, Texture overlay)
18 | {
19 | if (folder == null && overlay == null)
20 | {
21 | return;
22 | }
23 |
24 | if (folder != null)
25 | {
26 | GUI.DrawTexture (rect, folder, ScaleMode.ScaleToFit);
27 | }
28 |
29 | //Half size of overlay, and reposition to center
30 | rect.size *= 0.5f;
31 | rect.position += rect.size * 0.5f;
32 |
33 | if (overlay != null)
34 | {
35 | GUI.DrawTexture (rect, overlay, ScaleMode.ScaleToFit);
36 | }
37 | }
38 |
39 | ///
40 | /// Draw the folder texture and background rect if required
41 | ///
42 | /// Folder rect
43 | /// Folder texture
44 | /// The guid of the project fodler
45 | public static void DrawFolderTexture(Rect rect, Texture folder, string guid)
46 | {
47 | if (folder == null)
48 | {
49 | return;
50 | }
51 |
52 | EditorGUI.DrawRect (rect, FolderIconConstants.BackgroundColour);
53 | GUI.DrawTexture (rect, folder, ScaleMode.ScaleAndCrop);
54 | }
55 |
56 | ///
57 | /// Draw the folder overlay texture, given the folder rect
58 | ///
59 | /// Original rect of the folder
60 | /// Overlay Texture
61 | public static void DrawOverlayTexture(Rect rect, Texture overlay)
62 | {
63 | if (overlay == null)
64 | {
65 | return;
66 | }
67 |
68 | rect.size *= 0.5f;
69 | rect.position += rect.size * 0.5f;
70 |
71 | GUI.DrawTexture (rect, overlay);
72 | }
73 |
74 | ///
75 | /// Check if the current rect is the side view of folders
76 | ///
77 | /// Current rect
78 | public static bool IsSideView(Rect rect)
79 | {
80 | #if UNITY_2019_3_OR_NEWER
81 | return rect.x != 14;
82 | #else
83 | return rect.x != 13;
84 | #endif
85 | }
86 |
87 | ///
88 | /// Check if the current rect is in tree view
89 | ///
90 | /// Current rect
91 | public static bool IsTreeView(Rect rect)
92 | {
93 | return rect.width > rect.height;
94 | }
95 | }
96 | }
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Unity-Folder-Icons
5 |
6 |
7 | Lightweight Unity Utility adding coloured folders and icons to your project window
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 | About •
18 | Installation •
19 | Features •
20 | Support •
21 | License
22 |
23 |
24 | ## About
25 |
26 | A small extension for unity adding custom folder textures and overlay icons. This came about after discussing the limitations of what Unity already provides in terms of customisation in it's Editor.
27 |
28 | Some of the code does need refined/seperated (more so for future additions), and there are many, many features I'd like to personally add and see improved when I work on this.
29 |
30 | ## Installation
31 |
32 |
33 | Releases • Unity Package • Zip
34 |
35 |
36 |
37 |
38 | FolderIcons can also be installed directly through the git url
39 | ```
40 | https://github.com/WooshiiDev/Unity-Folder-Icons.git
41 | ```
42 |
43 | **Note:**
44 | If installed through git, to access the premade folder textures, there will be an import sample button in the package manager.
45 |
After imported, the textures will have their alpha transparency off and will need to be turned on manually.
A fix for this will be applied soon.
46 |
47 |
48 |
49 |
50 |
51 | ## Features
52 |
53 | Currently, Folder Icons primary features are:
54 |
55 | ### Folder Custom Textures/Icons
56 |
57 | Project Folders can have custom icons and textures applied through the Folder Icons ScriptableObject.
58 | You can add and remove folders from the list displayed at the top of the settings.
59 |
60 |
61 |
62 |
63 |
64 | ### Flat Texture Creator
65 |
66 | Generally, you don't want folders to be noisey or overly messy. Directories need to be clean and appealing to look at.
67 |
68 | The texture creator, will take in a texture, and apply a custom colour to all visible pixels in respect to the alpha. These textures can then be saved and used for folders or icons.
69 |
70 |
71 |
72 |
73 |
74 | ## Support
75 |
76 | If you ever come across any issues please feel free to report to the [Issues](https://github.com/WooshiiDev/Unity-Folder-Icons/issues) page on this repository. All feedback is appreciated, and will be
77 | taken on board for any future updates.
78 |
79 | ## License
80 |
81 | MIT License
82 |
83 | https://github.com/WooshiiDev/Unity-Folder-Icons/blob/main/LICENSE
84 |
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12 | fadeOut: 0
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14 | mipMapsPreserveCoverage: 0
15 | alphaTestReferenceValue: 0.5
16 | mipMapFadeDistanceStart: 1
17 | mipMapFadeDistanceEnd: 3
18 | bumpmap:
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20 | externalNormalMap: 0
21 | heightScale: 0.25
22 | normalMapFilter: 0
23 | isReadable: 1
24 | streamingMipmaps: 0
25 | streamingMipmapsPriority: 0
26 | grayScaleToAlpha: 0
27 | generateCubemap: 6
28 | cubemapConvolution: 0
29 | seamlessCubemap: 0
30 | textureFormat: 1
31 | maxTextureSize: 2048
32 | textureSettings:
33 | serializedVersion: 2
34 | filterMode: 2
35 | aniso: 2
36 | mipBias: -100
37 | wrapU: 0
38 | wrapV: 0
39 | wrapW: 0
40 | nPOTScale: 0
41 | lightmap: 0
42 | compressionQuality: 50
43 | spriteMode: 0
44 | spriteExtrude: 1
45 | spriteMeshType: 1
46 | alignment: 0
47 | spritePivot: {x: 0.5, y: 0.5}
48 | spritePixelsToUnits: 100
49 | spriteBorder: {x: 0, y: 0, z: 0, w: 0}
50 | spriteGenerateFallbackPhysicsShape: 1
51 | alphaUsage: 1
52 | alphaIsTransparency: 1
53 | spriteTessellationDetail: -1
54 | textureType: 0
55 | textureShape: 1
56 | singleChannelComponent: 0
57 | maxTextureSizeSet: 0
58 | compressionQualitySet: 0
59 | textureFormatSet: 0
60 | applyGammaDecoding: 0
61 | platformSettings:
62 | - serializedVersion: 3
63 | buildTarget: DefaultTexturePlatform
64 | maxTextureSize: 128
65 | resizeAlgorithm: 1
66 | textureFormat: -1
67 | textureCompression: 0
68 | compressionQuality: 50
69 | crunchedCompression: 0
70 | allowsAlphaSplitting: 0
71 | overridden: 0
72 | androidETC2FallbackOverride: 0
73 | forceMaximumCompressionQuality_BC6H_BC7: 0
74 | - serializedVersion: 3
75 | buildTarget: Standalone
76 | maxTextureSize: 128
77 | resizeAlgorithm: 1
78 | textureFormat: -1
79 | textureCompression: 0
80 | compressionQuality: 50
81 | crunchedCompression: 0
82 | allowsAlphaSplitting: 0
83 | overridden: 0
84 | androidETC2FallbackOverride: 0
85 | forceMaximumCompressionQuality_BC6H_BC7: 0
86 | - serializedVersion: 3
87 | buildTarget: iPhone
88 | maxTextureSize: 8192
89 | resizeAlgorithm: 0
90 | textureFormat: -1
91 | textureCompression: 1
92 | compressionQuality: 50
93 | crunchedCompression: 0
94 | allowsAlphaSplitting: 0
95 | overridden: 0
96 | androidETC2FallbackOverride: 0
97 | forceMaximumCompressionQuality_BC6H_BC7: 0
98 | - serializedVersion: 3
99 | buildTarget: Android
100 | maxTextureSize: 8192
101 | resizeAlgorithm: 0
102 | textureFormat: -1
103 | textureCompression: 1
104 | compressionQuality: 50
105 | crunchedCompression: 0
106 | allowsAlphaSplitting: 0
107 | overridden: 0
108 | androidETC2FallbackOverride: 0
109 | forceMaximumCompressionQuality_BC6H_BC7: 0
110 | spriteSheet:
111 | serializedVersion: 2
112 | sprites: []
113 | outline: []
114 | physicsShape: []
115 | bones: []
116 | spriteID:
117 | internalID: 0
118 | vertices: []
119 | indices:
120 | edges: []
121 | weights: []
122 | secondaryTextures: []
123 | spritePackingTag:
124 | pSDRemoveMatte: 0
125 | pSDShowRemoveMatteOption: 0
126 | userData:
127 | assetBundleName:
128 | assetBundleVariant:
129 |
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3 | TextureImporter:
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7 | mipmaps:
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9 | enableMipMap: 1
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11 | linearTexture: 0
12 | fadeOut: 0
13 | borderMipMap: 0
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30 | textureFormat: 1
31 | maxTextureSize: 2048
32 | textureSettings:
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34 | filterMode: -1
35 | aniso: 2
36 | mipBias: -100
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38 | wrapV: -1
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56 | singleChannelComponent: 0
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79 | textureCompression: 0
80 | compressionQuality: 50
81 | crunchedCompression: 0
82 | allowsAlphaSplitting: 0
83 | overridden: 0
84 | androidETC2FallbackOverride: 0
85 | forceMaximumCompressionQuality_BC6H_BC7: 0
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87 | buildTarget: iPhone
88 | maxTextureSize: 8192
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112 | sprites: []
113 | outline: []
114 | physicsShape: []
115 | bones: []
116 | spriteID:
117 | internalID: 0
118 | vertices: []
119 | indices:
120 | edges: []
121 | weights: []
122 | secondaryTextures: []
123 | spritePackingTag:
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/FolderIcons/Editor/FolderIcons.cs:
--------------------------------------------------------------------------------
1 | using UnityEditor;
2 | using UnityEngine;
3 |
4 | namespace FolderIcons
5 | {
6 | [InitializeOnLoad]
7 | internal static class FolderIconsReplacer
8 | {
9 | // References
10 | private static Object[] allFolderIcons;
11 | private static FolderIconSettings folderIcons;
12 |
13 | public static bool showFolder;
14 | public static bool showOverlay;
15 |
16 | static FolderIconsReplacer()
17 | {
18 | CheckPreferences ();
19 |
20 | EditorApplication.projectWindowItemOnGUI -= ReplaceFolders;
21 | EditorApplication.projectWindowItemOnGUI += ReplaceFolders;
22 | }
23 |
24 | private static void ReplaceFolders(string guid, Rect selectionRect)
25 | {
26 | if (folderIcons == null)
27 | {
28 | allFolderIcons = GetAllInstances ();
29 |
30 | if (allFolderIcons.Length > 0)
31 | {
32 | folderIcons = allFolderIcons[0] as FolderIconSettings;
33 | }
34 | else
35 | {
36 | FolderIconSettings settings = ScriptableObject.CreateInstance ();
37 | AssetDatabase.CreateAsset (settings, "Assets/FolderIcons.asset");
38 |
39 | AssetDatabase.SaveAssets ();
40 | AssetDatabase.Refresh ();
41 |
42 | folderIcons = AssetDatabase.LoadAssetAtPath ("Assets/FolderIcons.asset", typeof (FolderIconSettings)) as FolderIconSettings;
43 | }
44 | }
45 |
46 | if (folderIcons == null)
47 | {
48 | return;
49 | }
50 |
51 | if (!folderIcons.showCustomFolder && !folderIcons.showOverlay)
52 | {
53 | return;
54 | }
55 |
56 | string path = AssetDatabase.GUIDToAssetPath (guid);
57 | Object folderAsset = AssetDatabase.LoadAssetAtPath (path, typeof (DefaultAsset));
58 |
59 | if (folderAsset == null)
60 | {
61 | return;
62 | }
63 |
64 | for (int i = 0; i < folderIcons.icons.Length; i++)
65 | {
66 | FolderIconSettings.FolderIcon icon = folderIcons.icons[i];
67 |
68 | if (icon.folder != folderAsset)
69 | {
70 | continue;
71 | }
72 |
73 | DrawTextures (selectionRect, icon, folderAsset, guid);
74 | }
75 | }
76 |
77 | private static void DrawTextures(Rect rect, FolderIconSettings.FolderIcon icon, Object folderAsset, string guid)
78 | {
79 | bool isTreeView = rect.width > rect.height;
80 | bool isSideView = FolderIconGUI.IsSideView (rect);
81 |
82 | // Vertical Folder View
83 | if (isTreeView)
84 | {
85 | rect.width = rect.height = FolderIconConstants.MAX_TREE_HEIGHT;
86 |
87 | //Add small offset for correct placement
88 | if (!isSideView)
89 | {
90 | rect.x += 3f;
91 | }
92 | }
93 | else
94 | {
95 | rect.height -= 14f;
96 | }
97 |
98 | if (showFolder && icon.folderIcon)
99 | {
100 | FolderIconGUI.DrawFolderTexture (rect, icon.folderIcon, guid);
101 | }
102 |
103 | if (showOverlay && icon.overlayIcon)
104 | {
105 | FolderIconGUI.DrawOverlayTexture (rect, icon.overlayIcon);
106 | }
107 | }
108 |
109 | #region Initialize
110 |
111 | private static void CheckPreferences()
112 | {
113 | string prefFolder = FolderIconConstants.FOLDER_TEXTURE_PATH;
114 | string prefIcon = FolderIconConstants.ICONS_TEXTURE_PATH;
115 |
116 | if (!EditorPrefs.HasKey (prefFolder))
117 | {
118 | EditorPrefs.SetBool (prefFolder, true);
119 | }
120 |
121 | if (!EditorPrefs.HasKey (prefIcon))
122 | {
123 | EditorPrefs.SetBool (prefIcon, true);
124 | }
125 |
126 | showFolder = EditorPrefs.GetBool (prefFolder);
127 | showOverlay = EditorPrefs.GetBool (prefIcon);
128 | }
129 |
130 | private static bool FindOrCreateFolder(string path, string folderCreateName)
131 | {
132 | if (AssetDatabase.IsValidFolder (path))
133 | {
134 | return true;
135 | }
136 |
137 | string parentFolder = path.Substring (0, path.LastIndexOf ('/'));
138 | return AssetDatabase.CreateFolder (parentFolder, folderCreateName) != "";
139 | }
140 |
141 | private static T[] GetAllInstances() where T : Object
142 | {
143 | string[] guids = AssetDatabase.FindAssets ("t:" + typeof (T).Name);
144 |
145 | T[] instances = new T[guids.Length];
146 |
147 | //probably could get optimized
148 | for (int i = 0; i < guids.Length; i++)
149 | {
150 | string path = AssetDatabase.GUIDToAssetPath (guids[i]);
151 | instances[i] = AssetDatabase.LoadAssetAtPath (path);
152 | }
153 |
154 | return instances;
155 | }
156 |
157 | #endregion Initialize
158 | }
159 | }
--------------------------------------------------------------------------------
/FolderIcons/Editor/FolderIconSettingsEditor.cs:
--------------------------------------------------------------------------------
1 | using System.IO;
2 | using UnityEditor;
3 | using UnityEditorInternal;
4 | using UnityEngine;
5 |
6 | namespace FolderIcons
7 | {
8 | [CustomEditor (typeof (FolderIconSettings))]
9 | internal class FolderIconSettingsEditor : Editor
10 | {
11 | // References
12 | private FolderIconSettings settings;
13 | private SerializedProperty serializedIcons;
14 |
15 | // Settings
16 | private bool showCustomFolders;
17 | private bool showCustomOverlay;
18 |
19 | private ReorderableList iconList;
20 |
21 | // Texture
22 | private Texture2D selectedTexture = null;
23 | private Texture2D previewTexture = null;
24 |
25 | private GUIContent previewContent = new GUIContent ();
26 | private RenderTexture previewRender;
27 |
28 | private Color replacementColour = Color.gray;
29 |
30 | // Texture Save Settings
31 | private string textureName = "New Texture";
32 | private string savePath;
33 |
34 | private int heightIndex;
35 |
36 | // Sizing
37 | private const float MAX_LABEL_WIDTH = 90f;
38 | private const float MAX_FIELD_WIDTH = 150f;
39 |
40 | private const float PROPERTY_HEIGHT = 19f;
41 | private const float PROPERTY_PADDING = 4f;
42 | private const float SETTINGS_PADDING = 1F;
43 |
44 | // Styling
45 | private GUIStyle elementStyle;
46 |
47 | private GUIStyle propertyStyle;
48 | private GUIStyle previewStyle;
49 |
50 | private void OnEnable()
51 | {
52 | if (target == null)
53 | {
54 | return;
55 | }
56 |
57 | settings = target as FolderIconSettings;
58 | serializedIcons = serializedObject.FindProperty ("icons");
59 |
60 | showCustomFolders = settings.showCustomFolder;
61 | showCustomOverlay = settings.showOverlay;
62 |
63 | if (iconList == null)
64 | {
65 | iconList = new ReorderableList (serializedObject, serializedIcons)
66 | {
67 | drawHeaderCallback = OnHeaderDraw,
68 |
69 | drawElementCallback = OnElementDraw,
70 | drawElementBackgroundCallback = DrawElementBackground,
71 |
72 | elementHeightCallback = GetPropertyHeight,
73 |
74 | showDefaultBackground = false,
75 | };
76 | }
77 |
78 | savePath = Application.dataPath;
79 |
80 | if (selectedTexture != null)
81 | {
82 | UpdatePreview ();
83 | }
84 | }
85 |
86 | private void OnDisable()
87 | {
88 | ClearPreviewData ();
89 | }
90 |
91 | public override void OnInspectorGUI()
92 | {
93 | //Create styles
94 | if (previewStyle == null)
95 | {
96 | previewStyle = new GUIStyle (EditorStyles.label)
97 | {
98 | fixedHeight = 64,
99 | //fixedWidth = 64,
100 | //stretchWidth = false,
101 | alignment = TextAnchor.MiddleCenter
102 | };
103 |
104 | elementStyle = new GUIStyle (GUI.skin.box)
105 | {
106 | };
107 | }
108 |
109 | // Draw Settings
110 | EditorGUILayout.LabelField ("Settings", EditorStyles.boldLabel);
111 |
112 | EditorGUI.BeginChangeCheck ();
113 | {
114 | showCustomFolders = EditorGUILayout.ToggleLeft ("Show Folder Textures", showCustomFolders);
115 | showCustomOverlay = EditorGUILayout.ToggleLeft ("Show Overlay Textures", showCustomOverlay);
116 | }
117 | if (EditorGUI.EndChangeCheck ())
118 | {
119 | ApplySettings ();
120 | }
121 |
122 | EditorGUILayout.Space (16f);
123 |
124 | EditorGUI.BeginChangeCheck ();
125 | iconList.DoLayoutList ();
126 | if (EditorGUI.EndChangeCheck ())
127 | {
128 | serializedObject.ApplyModifiedProperties ();
129 | }
130 |
131 | DrawTexturePreview ();
132 |
133 | EditorGUI.BeginDisabledGroup (previewTexture == null);
134 | {
135 | EditorGUI.BeginChangeCheck ();
136 | {
137 | replacementColour = EditorGUILayout.ColorField (new GUIContent ("Replacement Colour"), replacementColour);
138 | }
139 | if (EditorGUI.EndChangeCheck ())
140 | {
141 | SetPreviewColour ();
142 | }
143 |
144 | DrawTextureSaving ();
145 | }
146 | EditorGUI.EndDisabledGroup ();
147 | }
148 |
149 | private void ApplySettings()
150 | {
151 | FolderIconsReplacer.showFolder = settings.showCustomFolder = showCustomFolders;
152 | FolderIconsReplacer.showOverlay = settings.showOverlay = showCustomOverlay;
153 | }
154 |
155 | #region Reorderable Array Draw
156 |
157 | private void OnHeaderDraw(Rect rect)
158 | {
159 | rect.y += 5f;
160 | rect.x -= 6f;
161 | rect.width += 12f;
162 |
163 | Handles.BeginGUI ();
164 | Handles.DrawSolidRectangleWithOutline (rect,
165 | new Color (0.15f, 0.15f, 0.15f, 1f),
166 | new Color (0.15f, 0.15f, 0.15f, 1f));
167 | Handles.EndGUI ();
168 |
169 | EditorGUI.LabelField (rect, "Folders", EditorStyles.boldLabel);
170 | }
171 |
172 | private void OnElementDraw(Rect rect, int index, bool isActive, bool isFocused)
173 | {
174 | SerializedProperty property = serializedIcons.GetArrayElementAtIndex (index);
175 |
176 | float fullWidth = rect.width;
177 |
178 | // Set sizes for correct draw
179 | float originalLabelWidth = EditorGUIUtility.labelWidth;
180 | float rectWidth = MAX_LABEL_WIDTH + MAX_FIELD_WIDTH;
181 | EditorGUIUtility.labelWidth = Mathf.Min (EditorGUIUtility.labelWidth, MAX_LABEL_WIDTH);
182 | rect.width = Mathf.Min (rect.width, rectWidth);
183 |
184 | //Draw property and settings in a line
185 | DrawPropertyNoDepth (rect, property);
186 |
187 | // ==========================
188 | // Draw Icon Example
189 | // ==========================
190 | rect.x += rect.width;
191 | rect.width = fullWidth - rect.width;
192 |
193 | // References
194 | SerializedProperty folderTexture = property.FindPropertyRelative ("folderIcon");
195 | SerializedProperty overlayTexture = property.FindPropertyRelative ("overlayIcon");
196 | SerializedProperty overlayOffset = property.FindPropertyRelative ("overlayOffset");
197 |
198 | // Object checks
199 | Object folderObject = folderTexture.objectReferenceValue;
200 | Object overlayObject = overlayTexture.objectReferenceValue;
201 |
202 | FolderIconGUI.DrawFolderPreview (rect, folderObject as Texture, overlayObject as Texture);
203 |
204 | // Revert width modification
205 | EditorGUIUtility.labelWidth = originalLabelWidth;
206 | }
207 |
208 | private void DrawPropertyNoDepth(Rect rect, SerializedProperty property)
209 | {
210 | rect.width++;
211 | Handles.BeginGUI ();
212 | Handles.DrawSolidRectangleWithOutline (rect, Color.clear, new Color (0.15f, 0.15f, 0.15f, 1f));
213 | Handles.EndGUI ();
214 |
215 | rect.x++;
216 | rect.width -= 3;
217 | rect.y += PROPERTY_PADDING;
218 | rect.height = PROPERTY_HEIGHT;
219 |
220 | SerializedProperty copy = property.Copy ();
221 | bool enterChildren = true;
222 |
223 | while (copy.Next (enterChildren))
224 | {
225 | if (SerializedProperty.EqualContents (copy, property.GetEndProperty ()))
226 | {
227 | break;
228 | }
229 |
230 | EditorGUI.PropertyField (rect, copy, false);
231 | rect.y += PROPERTY_HEIGHT + PROPERTY_PADDING;
232 |
233 | enterChildren = false;
234 | }
235 | }
236 |
237 | private void DrawElementBackground(Rect rect, int index, bool isActive, bool isFocused)
238 | {
239 | EditorGUI.LabelField (rect, "", elementStyle);
240 |
241 | Color fill = (isFocused) ? FolderIconConstants.SelectedColor : Color.clear;
242 |
243 | Handles.BeginGUI ();
244 | Handles.DrawSolidRectangleWithOutline (rect, fill, new Color (0.15f, 0.15f, 0.15f, 1f));
245 | Handles.EndGUI ();
246 | }
247 |
248 | // ========================
249 | //
250 | // ========================
251 | private int GetPropertyCount(SerializedProperty property)
252 | {
253 | return property.CountInProperty () - 1;
254 | }
255 |
256 | private float GetPropertyHeight(SerializedProperty property)
257 | {
258 | if (heightIndex == 0)
259 | {
260 | heightIndex = property.CountInProperty ();
261 | }
262 |
263 | // return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (heightIndex-1) + PROPERTY_PADDING;
264 |
265 | //Property count returning wrong, so just supplying 3 for now
266 | //TODO: Investigate GetPropertyCount and find issue with invalid value
267 | return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (3) + PROPERTY_PADDING;
268 | }
269 |
270 | private float GetPropertyHeight(int index)
271 | {
272 | return GetPropertyHeight (serializedIcons.GetArrayElementAtIndex (index));
273 | }
274 |
275 | #endregion Reorderable Array Draw
276 |
277 | #region Texture Preview/Creation
278 |
279 | ///
280 | /// Draw the preview for the texture
281 | ///
282 | private void DrawTexturePreview()
283 | {
284 | EditorGUILayout.LabelField ("Texture Colour Replacement", EditorStyles.boldLabel);
285 |
286 | // Draw selection
287 | EditorGUI.BeginChangeCheck ();
288 | {
289 | // Headers
290 | EditorGUILayout.BeginHorizontal ();
291 | EditorGUILayout.LabelField ("Original Texture");
292 | EditorGUILayout.LabelField ("Modified Texture");
293 | EditorGUILayout.EndHorizontal ();
294 |
295 | // Texture -- Preview
296 | EditorGUILayout.BeginHorizontal ();
297 | {
298 | selectedTexture = EditorGUILayout.ObjectField (selectedTexture, typeof (Texture2D),
299 | false, GUILayout.ExpandWidth (false), GUILayout.ExpandHeight (true), GUILayout.Width (64f)) as Texture2D;
300 |
301 | EditorGUILayout.LabelField (previewContent, previewStyle, GUILayout.Height (64));
302 | }
303 | EditorGUILayout.EndHorizontal ();
304 | }
305 | if (EditorGUI.EndChangeCheck ())
306 | {
307 | if (selectedTexture == null)
308 | {
309 | ClearPreviewData ();
310 | previewTexture = null;
311 | return;
312 | }
313 |
314 | UpdatePreview ();
315 | }
316 |
317 | EditorGUILayout.Space ();
318 | }
319 |
320 | ///
321 | /// Display settings for saving the modified texture
322 | ///
323 | private void DrawTextureSaving()
324 | {
325 | EditorGUILayout.LabelField ("Save Created Texture", EditorStyles.boldLabel);
326 |
327 | // Texture Name
328 | GUILayout.BeginHorizontal ();
329 | {
330 | textureName = EditorGUILayout.TextField ("Texture Name", textureName);
331 |
332 | EditorGUI.BeginDisabledGroup (true);
333 | GUILayout.TextField (".png", GUILayout.Width (40f));
334 | EditorGUI.EndDisabledGroup ();
335 | }
336 | GUILayout.EndHorizontal ();
337 |
338 | // Save Path
339 | GUILayout.BeginHorizontal ();
340 | {
341 | savePath = EditorGUILayout.TextField ("Save Path", savePath);
342 |
343 | if (GUILayout.Button ("Select", GUILayout.MaxWidth (80f)))
344 | {
345 | savePath = EditorUtility.OpenFolderPanel ("Texture Save Path", "Assets", "");
346 | GUIUtility.ExitGUI ();
347 | }
348 | }
349 | GUILayout.EndHorizontal ();
350 |
351 | if (GUILayout.Button ("Save Texture"))
352 | {
353 | string fullPath = $"{savePath}/{textureName}.png";
354 | SaveTextureAsPNG (previewTexture, fullPath);
355 | }
356 | }
357 |
358 | ///
359 | /// Apply colour to preview texture
360 | ///
361 | private void SetPreviewColour()
362 | {
363 | for (int x = 0; x < previewTexture.width; x++)
364 | {
365 | for (int y = 0; y < previewTexture.height; y++)
366 | {
367 | Color oldCol = previewTexture.GetPixel (x, y);
368 | Color newCol = replacementColour;
369 | newCol.a = oldCol.a;
370 |
371 | previewTexture.SetPixel (x, y, newCol);
372 | }
373 | }
374 |
375 | previewTexture.Apply ();
376 | }
377 |
378 | ///
379 | /// Save the preview texture at the given path
380 | ///
381 | /// The preview texture
382 | /// The path to save the texture at
383 | private void SaveTextureAsPNG(Texture2D texture, string path)
384 | {
385 | if (string.IsNullOrWhiteSpace (path) || !path.Contains ("Assets"))
386 | {
387 | Debug.LogWarning ("Cannot save texture to invalid path.");
388 | return;
389 | }
390 |
391 | byte[] bytes = texture.EncodeToPNG ();
392 | File.WriteAllBytes (path, bytes);
393 |
394 | AssetDatabase.Refresh ();
395 |
396 | int localPathIndex = path.IndexOf ("Assets");
397 | path = path.Substring (localPathIndex, path.Length - localPathIndex);
398 |
399 | TextureImporter importer = AssetImporter.GetAtPath (path) as TextureImporter;
400 |
401 | importer.textureType = TextureImporterType.GUI;
402 | importer.isReadable = true;
403 |
404 | AssetDatabase.ImportAsset (path);
405 | AssetDatabase.Refresh ();
406 |
407 | //Texture2D textureAsset = AssetDatabase.LoadAssetAtPath (path);
408 | //textureAsset.alphaIsTransparency = true;
409 | //textureAsset.Apply ();
410 | }
411 |
412 | ///
413 | /// Clear preview render texture
414 | ///
415 | private void ClearPreviewData()
416 | {
417 | if (previewRender != null)
418 | {
419 | previewRender.Release ();
420 | }
421 | }
422 |
423 | ///
424 | /// Update the preview with new texture information
425 | ///
426 | private void UpdatePreview()
427 | {
428 | ClearPreviewData ();
429 |
430 | //No real point having a huge texture so limit the size for efficency sake
431 | int width = Mathf.Min (256, selectedTexture.width);
432 | int height = Mathf.Min (256, selectedTexture.height);
433 |
434 | //Create a new render texture and preview
435 | previewRender = new RenderTexture (width, height, 16);
436 | previewTexture = new Texture2D (previewRender.width, previewRender.height)
437 | {
438 | alphaIsTransparency = true
439 | };
440 | previewContent.image = previewTexture;
441 |
442 | Graphics.Blit (selectedTexture, previewRender);
443 |
444 | // Get pixels from current render texture and apply
445 | previewTexture.ReadPixels (new Rect (0, 0, previewRender.width, previewRender.height), 0, 0);
446 | SetPreviewColour ();
447 | }
448 |
449 | #endregion Texture Preview/Creation
450 | }
451 | }
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