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EditorUtility.FocusProjectWindow

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public static function FocusProjectWindow(): void;
public static void FocusProjectWindow();

Description

Brings the project window to the front and focuses it.

This is commonly called after a menu item that creates and selects an asset is invoked.


Changes the color of the selected GameObjects.

#pragma strict
public class FocusProjectWindowExample extends EditorWindow {
	static var matColor: Color = Color.white;
	@MenuItem("Example/Color Change")
	static function Init() {
		// Get existing open window or if none, make a new one:
		var window: FocusProjectWindowExample = FocusProjectWindowExampleEditorWindow.GetWindow(FocusProjectWindowExample);
		window.Show();
	}
	function OnGUI() {
		matColor = EditorGUI.ColorField(new Rect(3, 3, position.width - 6, 15), "New Color:", matColor);
		if (GUI.Button(new Rect(3, 25, position.width - 6, 30), "Change"))
			ChangeColors();
	}
	function ChangeColors() {
		if (Selection.activeGameObject) {
			for (var t: GameObject in Selection.gameObjects) {
				var rend: Renderer = t.GetComponent.<Renderer>();
				if (rend)
					rend.sharedMaterial.color = matColor;
			}
		}
		EditorUtility.FocusProjectWindow();
	}
	function OnInspectorUpdate() {
		Repaint();
	}
}
using UnityEngine;
using UnityEditor;

public class FocusProjectWindowExample : EditorWindow { static Color matColor = Color.white;

[MenuItem( "Example/Color Change" )] static void Init( ) { // Get existing open window or if none, make a new one: FocusProjectWindowExample window = (FocusProjectWindowExample)EditorWindow.GetWindow( typeof(FocusProjectWindowExample ) ); window.Show( ); }

void OnGUI( ) { matColor = EditorGUI.ColorField( new Rect( 3, 3, position.width - 6, 15 ), "New Color:", matColor ); if( GUI.Button( new Rect( 3, 25, position.width - 6, 30 ), "Change" ) ) ChangeColors( ); }

void ChangeColors( ) { if( Selection.activeGameObject ) { foreach( GameObject t in Selection.gameObjects ) { Renderer rend = t.GetComponent<Renderer>();

if( rend ) rend.sharedMaterial.color = matColor; } }

EditorUtility.FocusProjectWindow( ); }

void OnInspectorUpdate( ) { Repaint( ); } }