/// <summary>
        /// Called by Unity on asset import. Handles importing of Cubism related assets.
        /// </summary>
        /// <param name="importedAssetPaths">Paths of imported assets.</param>
        /// <param name="deletedAssetPaths">Paths of removed assets.</param>
        /// <param name="movedAssetPaths">Paths of moved assets</param>
        /// <param name="movedFromAssetPaths">Paths of moved assets before moving</param>
        private static void OnPostprocessAllAssets(
            string[] importedAssetPaths,
            string[] deletedAssetPaths,
            string[] movedAssetPaths,
            string[] movedFromAssetPaths)
        {
            // Handle any imported Cubism assets.
            foreach (var assetPath in importedAssetPaths)
            {
                var importer = CubismImporter.GetImporterAtPath(assetPath);


                if (importer == null)
                {
                    continue;
                }


                importer.Import();
            }


            // Handle any deleted Cubism assets.
            foreach (var assetPath in deletedAssetPaths)
            {
                var deleter = CubismDeleter.GetDeleterAsPath(assetPath);

                if (deleter == null)
                {
                    continue;
                }

                deleter.Delete();
            }
        }
Ejemplo n.º 2
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        /// <summary>
        /// Called by Unity on asset import. Handles importing of Cubism related assets.
        /// </summary>
        /// <param name="importedAssetPaths">Paths of imported assets.</param>
        /// <param name="deletedAssetPaths">Paths of removed assets.</param>
        /// <param name="movedAssetPaths">Paths of moved assets</param>
        /// <param name="movedFromAssetPaths">Paths of moved assets before moving</param>
        private static void OnPostprocessAllAssets(
            string[] importedAssetPaths,
            string[] deletedAssetPaths,
            string[] movedAssetPaths,
            string[] movedFromAssetPaths)
        {
            // Make sure builtin resources are available.
            GenerateBuiltinResources();


            // Handle any imported Cubism assets.
            foreach (var assetPath in importedAssetPaths)
            {
                var importer = CubismImporter.GetImporterAtPath(assetPath);


                if (importer == null)
                {
                    continue;
                }


                importer.Import();
            }
        }