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GetSearchKeywordsFromSerializedObject(SerializedObject)

Extract search keywords from the serialized properties of a SerializedObject.
Read time 2 minutesLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static IEnumerable<string> GetSearchKeywordsFromSerializedObject(SerializedObject serializedObject)

Parameters

serializedObject

Object to extract properties from.

Returns

Type

Description

IEnumerable<string>Returns the list of keywords.

Examples

using UnityEngine;using UnityEditor;// Create a new type of Settings Asset.class MyCustomSettings : ScriptableObject{ public const string k_MyCustomSettingsPath = "Assets/Editor/MyCustomSettings.asset"; [SerializeField] private int m_Number; [SerializeField] private string m_SomeString; internal static MyCustomSettings GetOrCreateSettings() { var settings = AssetDatabase.LoadAssetAtPath<MyCustomSettings>(k_MyCustomSettingsPath); if (settings == null) { settings = ScriptableObject.CreateInstance<MyCustomSettings>(); settings.m_Number = 42; settings.m_SomeString = "The answer to the universe"; AssetDatabase.CreateAsset(settings, k_MyCustomSettingsPath); AssetDatabase.SaveAssets(); } return settings; } internal static SerializedObject GetSerializedSettings() { return new SerializedObject(GetOrCreateSettings()); }}class AssetSettingsProviderRegister{ [SettingsProvider] public static SettingsProvider CreateFromFilePath() { // Create an AssetSettingsProvider from a file path: var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/AssetSettings/FromFile", MyCustomSettings.k_MyCustomSettingsPath); // Register keywords from the properties of the serialized object at a specific path provider.keywords = SettingsProvider.GetSearchKeywordsFromPath(MyCustomSettings.k_MyCustomSettingsPath); return provider; } [SettingsProvider] public static SettingsProvider CreateFromSettingsObject() { // Create an AssetSettingsProvider from a settings object (UnityEngine.Object): var settingsObj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath); var provider = AssetSettingsProvider.CreateProviderFromObject("Project/AssetSettings/FromObject", settingsObj); // Register keywords from the properties of settingsObj provider.keywords = SettingsProvider.GetSearchKeywordsFromSerializedObject(new SerializedObject(settingsObj)); return provider; } class Styles { public static GUIContent number = new GUIContent("My Number"); public static GUIContent someString = new GUIContent("Some string"); } [SettingsProvider] public static SettingsProvider CreateFromSettingsFromFunctor() { // Create an AssetSettingsProvider from a functor that must return a UnityEngine.Object: var provider = new AssetSettingsProvider("Project/AssetSettings/FromFunctor", () => UnityEditor.Editor.CreateEditor(AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(MyCustomSettings.k_MyCustomSettingsPath))); // Register keywords from the static GUIContent in Styles class provider.keywords = SettingsProvider.GetSearchKeywordsFromGUIContentProperties<Styles>(); return provider; }}