using UnityEditor; using UnityEngine; namespace XNodeEditor { /// Utility for renaming assets public class RenamePopup : EditorWindow { public static RenamePopup current { get; private set; } public Object target; public string input; private bool firstFrame = true; /// Show a rename popup for an asset at mouse position. Will trigger reimport of the asset on apply. public static RenamePopup Show(Object target, float width = 200) { RenamePopup window = EditorWindow.GetWindow(true, "Rename " + target.name, true); if (current != null) current.Close(); current = window; window.target = target; window.input = target.name; window.minSize = new Vector2(100, 44); window.position = new Rect(0, 0, width, 44); GUI.FocusControl("ClearAllFocus"); window.UpdatePositionToMouse(); return window; } private void UpdatePositionToMouse() { if (Event.current == null) return; Vector3 mousePoint = GUIUtility.GUIToScreenPoint(Event.current.mousePosition); Rect pos = position; pos.x = mousePoint.x - position.width * 0.5f; pos.y = mousePoint.y - 10; position = pos; } private void OnLostFocus() { // Make the popup close on lose focus Close(); } private void OnGUI() { if (firstFrame) { UpdatePositionToMouse(); firstFrame = false; } input = EditorGUILayout.TextField(input); Event e = Event.current; // If input is empty, revert name to default instead if (input == null || input.Trim() == "") { if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) { target.name = NodeEditorUtilities.NodeDefaultName(target.GetType()); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); Close(); target.TriggerOnValidate(); } } // Rename asset to input text else { if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) { target.name = input; AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); Close(); target.TriggerOnValidate(); } } } } }