Ejemplo n.º 1
0
    public static void ShowWelcome()
    {
        if (!EditorPrefs.HasKey("EveryplayWelcomeShown"))
        {
            Texture2D texture = (Texture2D)EditorGUIUtility.Load("Everyplay/Images/everyplay-welcome.png");

            if (texture != null)
            {
                GUIStyle style = new GUIStyle();
                style.margin    = new RectOffset(0, 0, 0, 0);
                style.padding   = new RectOffset(0, 0, 0, 0);
                style.alignment = TextAnchor.MiddleCenter;

                if (style != null)
                {
                    EditorPrefs.SetBool("EveryplayWelcomeShown", true);
                    EveryplayWelcome window = (EveryplayWelcome)GetWindow(typeof(EveryplayWelcome), true, "Welcome to Everyplay!");
                    window.position         = new Rect(196, 196, texture.width, texture.height);
                    window.minSize          = new Vector2(texture.width, texture.height);
                    window.maxSize          = new Vector2(texture.width, texture.height);
                    window.welcomeTexture2d = texture;
                    window.welcomeStyle     = style;
                    window.Show();

                    EveryplaySettingsEditor.ShowSettings();
                }
            }
        }
    }
 static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 {
     // Legacy clean (moving asset) often fails during package import, try to do it a couple of times pre import and one time post import
     foreach (string asset in importedAssets)
     {
         if (asset.Trim().Equals("Assets/Plugins/Everyplay/Scripts/EveryplayLegacy.cs"))
         {
             Clean(true);
             EveryplayWelcome.ShowWelcome();
             return;
         }
     }
 }
Ejemplo n.º 3
0
    private static void Update()
    {
        if (editorFrames > editorFramesToWait)
        {
            Clean(true);

            EveryplayPostprocessor.ValidateEveryplayState(EveryplaySettingsEditor.LoadEveryplaySettings());
            EveryplayWelcome.ShowWelcome();

            EditorApplication.update -= Update;
        }
        else
        {
            editorFrames++;
        }
    }