Beispiel #1
0
        private static void CreateDependentAssets()
        {
#pragma warning disable
            // create settings file
            NPSettings _instance = NPSettings.Instance;

            // create simulator files
#if USES_GAME_SERVICES
            EditorGameCenter _gamecenter = EditorGameCenter.Instance;
#endif

#if USES_NOTIFICATION_SERVICE
            EditorNotificationCenter _notificationCenter = EditorNotificationCenter.Instance;
#endif
#pragma warning restore

            // mark that dependent files are created
            canCreateDependentAssets = false;
        }
Beispiel #2
0
        private static void MonitorPlayerSettings()
        {
            // check whether there's change in value
            string _oldBuildIdentifier = EditorPrefs.GetString(kPrefsKeyBuildIdentifier, null);
            string _curBuildIdentifier = PlayerSettings.GetBundleIdentifier();

            if (string.Equals(_oldBuildIdentifier, _curBuildIdentifier))
            {
                return;
            }

            // save copy of new value
            EditorPrefs.SetString(kPrefsKeyBuildIdentifier, _curBuildIdentifier);

            // rebuild associated files
            NPSettings _settings = NPSettings.Instance;

            if (_settings != null)
            {
                _settings.Rebuild();
            }
        }