#if UNITY_2019_4_OR_NEWER using System.IO; using System.Linq; using System.Collections.Generic; using UnityEditor; using UnityEngine; using UnityEditor.UIElements; using UnityEngine.UIElements; namespace YooAsset.Editor { public class AssetArtScannerWindow : EditorWindow { [MenuItem("YooAsset/AssetArt Scanner", false, 301)] public static void OpenWindow() { AssetArtScannerWindow window = GetWindow("AssetArt Scanner", true, WindowsDefine.DockedWindowTypes); window.minSize = new Vector2(800, 600); } private Button _saveButton; private ListView _scannerListView; private ToolbarSearchField _scannerSearchField; private VisualElement _scannerContentContainer; private VisualElement _inspectorContainer; private Label _schemaGuideTxt; private TextField _scannerNameTxt; private TextField _scannerDescTxt; private ObjectField _scannerSchemaField; private ObjectField _outputFolderField; private ScrollView _collectorScrollView; private int _lastModifyScannerIndex = 0; public void CreateGUI() { Undo.undoRedoPerformed -= RefreshWindow; Undo.undoRedoPerformed += RefreshWindow; try { VisualElement root = this.rootVisualElement; // 加载布局文件 var visualAsset = UxmlLoader.LoadWindowUXML(); if (visualAsset == null) return; visualAsset.CloneTree(root); // 导入导出按钮 var exportBtn = root.Q