Beispiel #1
0
        private static void Clean(string sceneAssetPath)
        {
            if (!Prefs.autoClean)
            {
                return;
            }

            TextDataLoader.SetupCryptoKey();

            TextDataLoader.Reload();

            var activeScene = EditorSceneManager.GetActiveScene();

            if (activeScene.path != sceneAssetPath)
            {
                return;
            }

            var rootGameObjects = activeScene.GetRootGameObjects();

            if (!CheckExecute(rootGameObjects))
            {
                return;
            }

            foreach (var rootGameObject in rootGameObjects)
            {
                ModifyComponent(rootGameObject);
            }
        }
Beispiel #2
0
        void OnEnable()
        {
            if (!TextDataLoader.IsLoaded)
            {
                TextDataLoader.Reload();
            }

            Undo.undoRedoPerformed += OnUndoRedo;

            setup = false;
        }
Beispiel #3
0
        void OnGUI()
        {
            Initialize();

            GUILayout.Space(8f);

            EditorGUI.BeginChangeCheck();

            var names = System.Enum.GetNames(enumType);

            var selection = EditorGUILayout.Popup(EditorLanguage.selection, names);

            if (EditorGUI.EndChangeCheck())
            {
                EditorLanguage.selection = selection;

                TextDataLoader.Reload();
            }

            GUILayout.Space(8f);
        }
Beispiel #4
0
        private static void ClosePrefabMode(PrefabStage prefabStage)
        {
            var gameObjects = prefabStage.prefabContentsRoot.DescendantsAndSelf().ToArray();

            if (!CheckExecute(gameObjects))
            {
                return;
            }

            TextDataLoader.Reload();

            foreach (var gameObject in gameObjects)
            {
                ModifyComponent(gameObject);
            }

            var prefabRoot = prefabStage.prefabContentsRoot;
            var assetPath  = prefabStage.assetPath;

            PrefabUtility.SaveAsPrefabAsset(prefabRoot, assetPath);
        }