Namespace: | Sirenix.OdinInspector.Editor.Validation |
Assembly: | Sirenix.OdinInspector.Editor |
public abstract class SceneValidator : IValidator
protected SceneValidator()
public SceneReference ValidatedScene { get; }
public virtual bool CanValidateScene(SceneReference scene)
SceneReference | scene |
System.Boolean |
public IEnumerable<T> FindAllComponentsInSceneOfType<T>(bool includeInactive = true)
where T : Component
System.Boolean | includeInactive |
System.Collections.Generic.IEnumerable<T> |
T |
public T FindComponentInSceneOfType<T>(bool includeInactive = true)
where T : Component
System.Boolean | includeInactive |
T |
T |
public IEnumerable<GameObject> GetAllGameObjectsInScene()
System.Collections.Generic.IEnumerable<UnityEngine.GameObject> |
public T GetComponentAtPath<T>(IList<string> path)
where T : Component
System.Collections.Generic.IList<System.String> | path |
T |
T |
public T GetComponentAtPath<T>(string path, char pathSeparator = '/')
where T : Component
System.String | path | |
System.Char | pathSeparator |
T |
T |
public GameObject GetGameObjectAtPath(IList<string> path)
System.Collections.Generic.IList<System.String> | path |
UnityEngine.GameObject |
public GameObject GetGameObjectAtPath(string path, char pathSeparator = '/')
System.String | path | |
System.Char | pathSeparator |
UnityEngine.GameObject |
public GameObject GetSceneRoot(string name)
System.String | name |
UnityEngine.GameObject |
public List<GameObject> GetSceneRoots()
System.Collections.Generic.List<UnityEngine.GameObject> |
protected virtual void Initialize()
public void Initialize(SceneReference scene)
SceneReference | scene |
public void LoadSceneIfNotLoaded(bool askToSave = true)
System.Boolean | askToSave |
public void RunValidation(ref ValidationResult result)
ValidationResult | result |
protected abstract void Validate(ValidationResult result)
ValidationResult | result |