public static LocalisationData Load() { string path = "CoreScript/Localisation"; LocalisationData localisationData = Resources.Load <LocalisationData>(path + "/LocalisationData"); if (localisationData != null) { return(localisationData); } #if UNITY_EDITOR string additionalPath = Application.dataPath + "/Resources/" + path; localisationData = CreateInstance <LocalisationData>(); if (!Directory.Exists(additionalPath)) { Directory.CreateDirectory(additionalPath); } UnityEditor.AssetDatabase.CreateAsset(localisationData, "Assets/Resources/" + path + "/LocalisationData.asset"); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); Debug.LogWarning("Could not find LocalisationData asset. Will use default settings instead."); return(localisationData); #else return(null); #endif }
public static void Open(LocalisationData localisationData) { // Get existing open window or if none, make a new one: LocalisationDataEditor window = (LocalisationDataEditor)GetWindow(typeof(LocalisationDataEditor)); window.LocalisationData = localisationData; window.serializedObject = new SerializedObject(localisationData); window.Show(); }
public static bool OpenEditor(int instanceId, int line) { LocalisationData obj = EditorUtility.InstanceIDToObject(instanceId) as LocalisationData; if (obj == null) { return(false); } LocalisationDataEditor.Open(obj); return(true); }