Beispiel #1
0
 static void CompilePendingFiles()
 {
     InkLibrary.CreateOrReadUpdatedInkFiles(InkLibrary.Instance.pendingCompilationStack);
     foreach (var pendingFile in GetUniqueMasterInkFilesToCompile(InkLibrary.Instance.pendingCompilationStack))
     {
         InkCompiler.CompileInk(pendingFile);
     }
     InkLibrary.Instance.pendingCompilationStack.Clear();
 }
Beispiel #2
0
 static void CompilePendingFiles()
 {
     InkLibrary.CreateOrReadUpdatedInkFiles(InkLibrary.Instance.pendingCompilationStack);
     foreach (var pendingFile in GetUniqueMasterInkFilesToCompile(InkLibrary.Instance.pendingCompilationStack))
     {
         InkCompiler.CompileInk(pendingFile);
     }
     // Files are removed when they're compiled, but we clear the list now just in case.
     InkLibrary.Instance.pendingCompilationStack.Clear();
 }
 private static void PostprocessInkFiles(List <string> importedInkAssets)
 {
     if (EditorApplication.isPlaying && InkSettings.Instance.delayInPlayMode)
     {
         foreach (var fileToImport in importedInkAssets)
         {
             InkLibrary.AddToPendingCompilationStack(fileToImport);
         }
     }
     else
     {
         InkLibrary.CreateOrReadUpdatedInkFiles(importedInkAssets);
         InkCompiler.CompileInk(InkCompiler.GetUniqueMasterInkFilesToCompile(importedInkAssets).ToArray());
     }
 }
Beispiel #4
0
        private static void OnPlayModeChange(PlayModeStateChange change)
        {
            if (!EditorApplication.isPlayingOrWillChangePlaymode && EditorApplication.isPlaying && InkLibrary.Instance.pendingCompilationStack.Count > 0)
            {
                InkLibrary.CreateOrReadUpdatedInkFiles(InkLibrary.Instance.pendingCompilationStack);
                foreach (var pendingFile in GetUniqueMasterInkFilesToCompile(InkLibrary.Instance.pendingCompilationStack))
                {
                    InkCompiler.CompileInk(pendingFile);
                }
                InkLibrary.Instance.pendingCompilationStack.Clear();
            }

            if (EditorApplication.isPlayingOrWillChangePlaymode && EditorApplication.isPlaying && compiling)
            {
                Debug.LogWarning("Entered Play Mode while Ink was still compiling. Recommend exiting and re-entering play mode.");
            }
        }
Beispiel #5
0
 private static void PostprocessInkFiles(List <string> importedInkAssets)
 {
     if (EditorApplication.isPlaying && InkSettings.Instance.delayInPlayMode)
     {
         foreach (var fileToImport in importedInkAssets)
         {
             if (!InkLibrary.Instance.pendingCompilationStack.Contains(fileToImport))
             {
                 InkLibrary.Instance.pendingCompilationStack.Add(fileToImport);
             }
         }
     }
     else
     {
         InkLibrary.CreateOrReadUpdatedInkFiles(importedInkAssets);
         foreach (var inkAssetToCompile in InkCompiler.GetUniqueMasterInkFilesToCompile(importedInkAssets))
         {
             InkCompiler.CompileInk(inkAssetToCompile);
         }
     }
 }