Beispiel #1
0
        public static void GetAllRepositories()
        {
            if (Authoring.repositories != null)
            {
                return;
            }

            Debug.Log("GetAllRepositories");
            List <Repository>   reps    = new List <Repository>();
            List <Repositories> repsLut = new List <Repositories> ();

            foreach (int id in Enum.GetValues(typeof(Authoring.Repositories)))
            {
                Repository _rep = new Repository((Authoring.Repositories)id);
                reps.Add(_rep);
                repsLut.Add((Authoring.Repositories)id);

                _rep.LocalPath = Authoring.GetRepositoryLocalPath(_rep.Target);
                _rep.CheckRepository();
            }

            //  DirectoryInfo directory = new DirectoryInfo(Application.dataPath);
            //  FileInfo[] goFileInfo = directory.GetFiles("*.unity", SearchOption.AllDirectories);


            repositories    = reps.ToArray();
            repositoriesLut = repsLut.ToArray();
        }
Beispiel #2
0
        /// <summary>
        /// Called by the system.
        /// This is for consistency during unity recompilation, and to avoid having to serialize items.
        /// </summary>
        protected virtual void OnEnable()
        {
            //	Debug.Log("################ OnEnable");

            // get editor prefs
            GetEditorPrefs();

            Authoring.GetAllRepositories();
        }