private void Save() { if (registry.isValidCredential() && !string.IsNullOrEmpty(registry.token)) { credentialManager.SetCredential(registry.url, registry.auth, registry.token); credentialManager.Write(); Close(); GUIUtility.ExitGUI(); } else { EditorUtility.DisplayDialog("Invalid", "Invalid settings for credential.", "Ok"); } }
private void Save() { if (registry.isValidCredential() && !string.IsNullOrEmpty(registry.token)) { credentialManager.SetCredential(registry.url, registry.auth, registry.token); credentialManager.Write(); // TODO figure out in which cases/Editor versions a restart is actually required, // and where a Client.Resolve() call or PackMan reload is sufficient if (EditorUtility.DisplayDialog("Unity Editor restart might be required", "The Unity editor might need to be restarted for this change to take effect.", "Restart Now", "Cancel")) { EditorApplication.OpenProject(Environment.CurrentDirectory); } Close(); GUIUtility.ExitGUI(); } else { EditorUtility.DisplayDialog("Invalid", "Invalid settings for credential.", "Ok"); } }