Beispiel #1
0
        protected void OnEnable()
        {
            _tabIndex = 0;

            _settings = UViewEditorUtils.GetSettings();

            EditorApplication.playmodeStateChanged += HandlePlayStateChanged;
        }
Beispiel #2
0
 protected void OnEnable()
 {
     _settings = target as UViewSettings;
     _propertySettingsPrefabsPath    = serializedObject.FindProperty("prefabsPath");
     _propertySettingsScriptsPath    = serializedObject.FindProperty("scriptsPath");
     _propertySettingsScriptTemplate = serializedObject.FindProperty("scriptTemplate");
     _propertySettingsPrefabTemplate = serializedObject.FindProperty("prefabTemplate");
 }
        public static UViewSettings GetSettings()
        {
            string        settingsPath = Path.Combine(UViewEditorUtils.kSettingsPath, UViewEditorUtils.kSettingsAssetName);
            UViewSettings settings     = AssetDatabase.LoadAssetAtPath <UViewSettings>(settingsPath);

            if (settings == null)
            {
                UViewSettings defaults = AssetDatabase.LoadAssetAtPath <UViewSettings>(UViewEditorUtils.kDefaultSettingsPath);
                settings = GameObject.Instantiate <UViewSettings>(defaults);

                if (!Directory.Exists(UViewEditorUtils.kSettingsPath))
                {
                    Directory.CreateDirectory(UViewEditorUtils.kSettingsPath);
                }

                AssetDatabase.CreateAsset(settings, settingsPath);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }

            return(settings);
        }
 protected void OnEnable()
 {
     _settings   = UViewEditorUtils.GetSettings();
     _scriptPath = _settings.scriptsPath;
     _prefabPath = _settings.prefabsPath;
 }