Version: 2021.1
LanguageEnglish
  • C#

SearchProvider.onDisable

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public Action onDisable;

Description

Called when the SearchWindow is closed. Allows the search provider to release cached resources.

using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Search;
using UnityEngine;

static class SearchProviderLights
{
    static SearchProvider sceneProvider = null;
    static Texture2D lightTexture = EditorGUIUtility.FindTexture("Lighting");

    [SearchItemProvider]
    internal static SearchProvider CreateProvider()
    {
        return new SearchProvider("example_lights", "example_Lights")
        {
            active = false,
            filterId = "z:",
            priority = 99999, // put example provider at a low priority
            fetchItems = (context, items, provider) => FetchItems(context, provider),
            showDetailsOptions = ShowDetailsOptions.Inspector,
            toObject = ToObject,
            onEnable = OnEnable,
            onDisable = OnDisable,
            // This provider can be used in the scene and hierarchy contextual search
            isEnabledForContextualSearch = () =>
                IsFocusedWindowTypeName("SceneView") ||
                IsFocusedWindowTypeName("SceneHierarchyWindow")
        };
    }

    private static IEnumerable<SearchItem> FetchItems(SearchContext context, SearchProvider provider)
    {
        if (string.IsNullOrEmpty(context.searchQuery) || sceneProvider == null)
            yield break;

        using (var innerContext = SearchService.CreateContext(sceneProvider, "t:light " + context.searchQuery))
        using (var results = SearchService.Request(innerContext))
        {
            foreach (var r in results)
            {
                if (r != null)
                {
                    yield return provider.CreateItem(context, r.id,
                        r.GetLabel(innerContext, true), r.GetDescription(innerContext, true),
                        lightTexture, null);
                }
                else
                {
                    // ***IMPORTANT***: Make sure to yield so you do not block the main thread waiting for results.
                    yield return null;
                }
            }
        }
    }

    private static void OnEnable()
    {
        sceneProvider = SearchService.GetProvider("scene");
    }

    private static void OnDisable()
    {
        sceneProvider = null;
    }

    private static UnityEngine.Object ToObject(SearchItem item, Type type)
    {
        if (!(EditorUtility.InstanceIDToObject(int.Parse(item.id)) is GameObject light))
            return null;

        return light.GetComponent<Light>();
    }

    private static bool IsFocusedWindowTypeName(string focusWindowName)
    {
        return EditorWindow.focusedWindow != null && EditorWindow.focusedWindow.GetType().ToString().EndsWith("." + focusWindowName);
    }

    [MenuItem("Examples/SearchProvider/Show lights")]
    public static void ShowLights()
    {
        // Search for directional lights (lights with "directional" in their name)
        SearchService.ShowWindow(SearchService.CreateContext("z:directional"));
    }
}