Ejemplo n.º 1
0
        private static void CheckChangedAssets()
        {
            var changedAssetsCopy = default(string[]);

            lock (changedAssets)
            {
                if (changedAssets.Count > 0)
                {
                    changedAssetsCopy = changedAssets.ToArray();
                    changedAssets.Clear();
                }
            }

            if (changedAssetsCopy == null)
            {
                return;
            }


            //if (Settings.Current.Verbose)
            //	Debug.Log("Watched paths: " + string.Join(", ", templatePathByWatchedPaths.Keys.ToArray()));

            var triggeredTemplatePaths = new HashSet <string>();

            foreach (var changedAsset in changedAssetsCopy)
            {
                if (!File.Exists(changedAsset))
                {
                    continue;
                }

                //if (Settings.Current.Verbose)
                //	Debug.Log("Changed Asset: " + changedAsset);

                foreach (var watchedPath in templatePathByWatchedPaths.Keys)
                {
                    if (changedAsset.StartsWith(watchedPath, StringComparison.Ordinal))
                    {
                        foreach (var templatePath in templatePathByWatchedPaths[watchedPath])
                        {
                            triggeredTemplatePaths.Add(templatePath);
                        }
                    }
                }
            }

            foreach (var templatePath in triggeredTemplatePaths)
            {
                if (Settings.Current.Verbose)
                {
                    Debug.Log(string.Format("Asset modification is triggered T4 template's generator at '{0}'.", templatePath));
                }

                var settings = TemplateSettings.Load(templatePath);
                UnityTemplateGenerator.RunForTemplateWithDelay(templatePath, TimeSpan.FromMilliseconds(settings.TriggerDelay));
            }
        }
Ejemplo n.º 2
0
        private static void Initialize()
        {
            EditorApplication.update -= InitializeCallback;

            System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(typeof(TemplateInspector).TypeHandle);

            foreach (var templatePath in TemplateSettings.ListTemplatesInProject())
            {
                var settings = TemplateSettings.Load(templatePath);
                if ((settings.Trigger & (int)TemplateSettings.Triggers.CodeCompilation) == 0)
                {
                    continue;
                }

                if (Settings.Current.Verbose)
                {
                    Debug.Log(string.Format("Code compilation in project is triggered T4 template's generator at '{0}'.", templatePath));
                }

                UnityTemplateGenerator.RunForTemplateWithDelay(templatePath, TimeSpan.FromMilliseconds(settings.TriggerDelay));
            }
        }