/// <summary>
/// Adds items to a <see cref="ObservableCollection{T}"/>.
/// </summary>
/// <typeparam name="T">The generic type that the generic observable collection stores.</typeparam>
/// <param name="list">The list where items will be added to.</param>
/// <param name="items">The items to be added.</param>
public static void AddRange<T>(this ObservableCollection<T> list, IEnumerable<T> items)
{
    foreach (var item in items)
    {
        list.Add(item);
    }
}

/// <summary>
/// Tries to get a value from the generic list.
/// </summary>
/// <typeparam name="T">The type that the generic list contains.</typeparam>
/// <param name="list">The generic list reference.</param>
/// <param name="predicate">The predicate used to find the desired element.</param>
/// <param name="item">The item to be returned if the <see cref="predicate"/> argument finds a match.</param>
/// <returns>true if a item was found; otherwise false.</returns>
public static bool TryGet<T>(this IList<T> list, Func<T, bool> predicate, out T item)
{
    var result = list.Where(predicate).ToArray();
    item = result.FirstOrDefault();
    return result.Length != 0;
}

/// <summary>
/// Tries to get a value from the generic list.
/// </summary>
/// <typeparam name="T">The type that the generic list contains.</typeparam>
/// <typeparam name="S">The type that the selector function will return.</typeparam>
/// <param name="list">The generic list reference.</param>
/// <param name="predicate">The predicate used to find the desired element.</param>
/// <param name="selector">The selector function used to retrieve a value from the matched item. determined by the <see cref="predicate"/> argument.</param>
/// <param name="item">The item to be returned if the <see cref="predicate"/> argument finds a match.</param>
/// <returns>true if a item was found; otherwise false.</returns>
public static bool TryGet<T, S>(this IList<T> list, Func<T, bool> predicate, Func<T, S> selector, out S item)
{
    var result = list.Where(predicate).ToArray();
    item = selector(result.FirstOrDefault());
    return result.Length != 0;
}

If you need your editor scripts to have the same functionality as “Assets->Show In Explorer” check out the cross platform method EditorUtility.RevealInFinder. This method is currently undocumented in Unity 5.2.1.


When writing editor scripts involving EditorWindow’s it is often important to initialize and cleanup your code when the window is shown and hidden. Specifically it is important to differentiate between the OnDisable and OnDestroy methods if you need to perform some kind of cleanup before the window is closed or disposed of. OnDestroy is called when the user closes the window, where as OnDisable is called after unity recompiles scripts. Think of the OnDestroy method as a close event for the window but the window still resides in memory, where the OnDisable method signals that the window is about to be unloaded from memory such as during a script recompile.

This differentiation is important when you need to save data to disk before the window is destroyed during a recompile. OnDestroy will not get called during recompile only OnDisable does. The OnEnable method is typically intended as a initialization method where you can load data related to the window.

I only wish the Unity team had made these methods more descriptive ala .NET window forms naming scheme. OnDestroy & OnDisable are not the most descriptive for what they do as well as being somewhat similar in spelling. But I digress.


public static string GetMD5HashFromFile(string fileName)
{
    byte[] retVal;
    using (var file = new FileStream(fileName, FileMode.Open))
    {
        var md5 = new MD5CryptoServiceProvider();
        retVal = md5.ComputeHash(file);
    }

    var sb = new StringBuilder();
    for (var i = 0; i < retVal.Length; i++)
    {
        sb.Append(retVal[i].ToString("x2"));
    }

    return sb.ToString();
}

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Name of author Dean Lunz (aka Created by: X)
Computer programming nerd, and tech geek.
About Me -- Resume