Name of the index. Generally this name is set by a user from SearchDatabase.Settings.
using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEditor.Search; using UnityEngine; /// <summary> /// The index name can be used to manage multiple indexes. /// </summary> static class Example_SearchIndexer_name { interface IItem { string name { get; } string stats { get; } } struct Weapon : IItem { public string name { get; set; } public int power { get; private set; } public string stats => $"Weapon Power {power}"; public Weapon(string name, int power) { this.name = name; this.power = power; } } struct Armor : IItem { public string name { get; set; } public int defense { get; private set; } public string stats => $"Armor Defense {defense}"; public Armor(string name, int defense) { this.name = name; this.defense = defense; } } [MenuItem("Examples/SearchIndexer/name")] public static void Run() { var indexes = new[] { new SearchIndexer(nameof(Weapon)), new SearchIndexer(nameof(Armor)) }; foreach (var i in indexes) i.Start(); AddItem(indexes, new Weapon("Short Sword", 3)); AddItem(indexes, new Weapon("Long Sword", 4)); AddItem(indexes, new Armor("Ring", 1)); AddItem(indexes, new Armor("Plate", 10)); foreach (var i in indexes) { var localIndex = i; i.Finish(() => { OnIndexReady(localIndex); localIndex.Dispose(); }); } } private static void AddItem(IEnumerable<SearchIndexer> indexes, IItem item) { // Find the item indexer by matching the item type to the index name var itemIndexer = indexes.First(e => e.name == item.GetType().Name); var di = itemIndexer.AddDocument(item.name, checkIfExists: true); itemIndexer.AddProperty("stats", item.stats, di); } private static void OnIndexReady(SearchIndexer si) { string items = ""; for (int di = 0; di < si.documentCount; ++di) items += si.GetDocument(di).id + ", "; Debug.Log($"{si.name} index items {string.Join(", ", items)}"); } }