Ejemplo n.º 1
0
        static void AddCSharpClassTemplate(
            string friendlyName, string defaultFileName, bool editorOnly, string templateStr)
        {
            var currentDir = ZenUnityEditorUtil.ConvertFullAbsolutePathToAssetPath(
                ZenUnityEditorUtil.TryGetSelectedFolderPathInProjectsTab());

            if (editorOnly && !currentDir.Contains("/Editor"))
            {
                EditorUtility.DisplayDialog("Error",
                                            "Editor window classes must have a parent folder above them named 'Editor'.  Please create or find an Editor folder and try again", "Ok");
                return;
            }

            var absolutePath = EditorUtility.SaveFilePanel(
                "Choose name for " + friendlyName,
                currentDir,
                defaultFileName + ".cs",
                "cs");

            if (!absolutePath.ToLower().EndsWith(".cs"))
            {
                absolutePath += ".cs";
            }

            var className = Path.GetFileNameWithoutExtension(absolutePath);

            File.WriteAllText(absolutePath, templateStr.Replace("CLASS_NAME", className));

            AssetDatabase.Refresh();

            var assetPath = ZenUnityEditorUtil.ConvertFullAbsolutePathToAssetPath(absolutePath);

            EditorUtility.FocusProjectWindow();
            Selection.activeObject = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(assetPath);
        }
Ejemplo n.º 2
0
        static bool ValidateInternal()
        {
            if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
            {
                var originalSceneSetup = EditorSceneManager.GetSceneManagerSetup();

                try
                {
                    ZenUnityEditorUtil.ValidateCurrentSceneSetup();
                    Log.Info("All scenes validated successfully");
                    return(true);
                }
                catch (Exception e)
                {
                    Log.ErrorException(e);
                    return(false);
                }
                finally
                {
                    EditorSceneManager.RestoreSceneManagerSetup(originalSceneSetup);
                }
            }
            else
            {
                Debug.Log("Validation cancelled - All scenes must be saved first for validation to take place");
                return(false);
            }
        }
Ejemplo n.º 3
0
 static bool ValidateCurrentSceneInternal()
 {
     return(ValidateWrapper(() =>
     {
         ZenUnityEditorUtil.ValidateCurrentSceneSetup();
         ModestTree.Log.Info("All scenes validated successfully");
     }));
 }
Ejemplo n.º 4
0
 public static void ValidateAllActiveScenes()
 {
     ValidateWrapper(() =>
     {
         var numValidated = ZenUnityEditorUtil.ValidateAllActiveScenes();
         ModestTree.Log.Info("Validated all '{0}' active scenes successfully", numValidated);
     });
 }
Ejemplo n.º 5
0
        public static string GetCurrentDirectoryAbsolutePathFromSelection()
        {
            var folderPath = ZenUnityEditorUtil.TryGetSelectedFolderPathInProjectsTab();

            if (folderPath != null)
            {
                return(folderPath);
            }

            var filePath = ZenUnityEditorUtil.TryGetSelectedFilePathInProjectsTab();

            if (filePath != null)
            {
                return(Path.GetDirectoryName(filePath));
            }

            return(Application.dataPath);
        }
Ejemplo n.º 6
0
        static void CreateProjectContextInternal(string absoluteDir)
        {
            var assetPath   = ZenUnityEditorUtil.ConvertFullAbsolutePathToAssetPath(absoluteDir);
            var prefabPath  = (Path.Combine(assetPath, ProjectContext.ProjectContextResourcePath) + ".prefab").Replace("\\", "/");
            var emptyPrefab = PrefabUtility.CreateEmptyPrefab(prefabPath);

            var gameObject = new GameObject();

            try
            {
                gameObject.AddComponent <ProjectContext>();

                var prefabObj = PrefabUtility.ReplacePrefab(gameObject, emptyPrefab);

                Selection.activeObject = prefabObj;
            }
            finally
            {
                GameObject.DestroyImmediate(gameObject);
            }

            Debug.Log("Created new ProjectContext at '{0}'".Fmt(prefabPath));
        }
Ejemplo n.º 7
0
        public static void CreateProjectContext()
        {
            var absoluteDir = ZenUnityEditorUtil.TryGetSelectedFolderPathInProjectsTab();

            if (absoluteDir == null)
            {
                EditorUtility.DisplayDialog("Error",
                                            "Could not find directory to place the '{0}.prefab' asset.  Please try again by right clicking in the desired folder within the projects pane."
                                            .Fmt(ProjectContext.ProjectContextResourcePath), "Ok");
                return;
            }

            var parentFolderName = Path.GetFileName(absoluteDir);

            if (parentFolderName != "Resources")
            {
                EditorUtility.DisplayDialog("Error",
                                            "'{0}.prefab' must be placed inside a directory named 'Resources'.  Please try again by right clicking within the Project pane in a valid Resources folder."
                                            .Fmt(ProjectContext.ProjectContextResourcePath), "Ok");
                return;
            }

            CreateProjectContextInternal(absoluteDir);
        }
Ejemplo n.º 8
0
 public static string GetCurrentDirectoryAssetPathFromSelection()
 {
     return(ZenUnityEditorUtil.ConvertFullAbsolutePathToAssetPath(
                GetCurrentDirectoryAbsolutePathFromSelection()));
 }