Beispiel #1
0
 public static void CleanupTmpFiles()
 {
     if (File.Exists(EditorAssemblies.SERIALIZATION_PATH))
     {
         File.Delete(EditorAssemblies.SERIALIZATION_PATH);
     }
     if (File.Exists(EditorAssemblies.TMP_FILE_PATH))
     {
         File.Delete(EditorAssemblies.TMP_FILE_PATH);
     }
     CustomDLLMaker.Cleanup();
 }
Beispiel #2
0
 public static void FinishExportCurrentSceneResourceWithPlugin()
 {
     try
     {
         ExportCurrentSceneResource();
         if (!CustomDLLMaker.Cleanup())
         {
             EditorAssemblies.AddOnAssemblyReloadCallback("CustomDLLMaker", "Cleanup");
             EditorAssemblies.ReloadAssemblies();
         }
     }
     catch (Exception ex)
     {
         Debug.LogError((object)(ex.ToString() + "\n" + ex.StackTrace));
         throw ex;
         IL_0047 :;
     }
 }
Beispiel #3
0
        public static void LaunchSceneBlueprintUploader()
        {
            //IL_0043: Unknown result type (might be due to invalid IL or missing references)
            string @string = EditorPrefs.GetString("currentBuildingAssetBundlePath");

            if (!string.IsNullOrEmpty(@string))
            {
                EditorApplication.set_isPlaying(true);
                VRCPipelineManagerEditor.launchedFromSDKPipeline = true;
                PipelineManager[] array = Object.FindObjectsOfType <PipelineManager>();
                if (array.Length > 0)
                {
                    PipelineManager val  = array[0];
                    PipelineSaver   val2 = val.get_gameObject().AddComponent <PipelineSaver>();
                    val2.contentType = 1;
                }
            }
            CustomDLLMaker.Cleanup();
        }
Beispiel #4
0
 public static void RunExportedSceneResourceAndCleanupPlugin()
 {
     RunExportedSceneResource();
     CustomDLLMaker.Cleanup();
 }