private void AddGroup(string name) { BeforeChange("Add group"); SMGroupedSceneConfigurationOperation.Build(Target).AddGroup(name).Apply(Target); groupListData.SetSelectedItems(Target.groups, new string[] { name }); levelListData.ClearSelection(); EditorUtility.SetDirty(Target); }
/// <summary> /// Drop levels from the level list into the scene list /// </summary> private void DropLevelInScenes(IList <int> levelIndices) { BeforeChange("Remove levels"); IList <string> selectedLevels = ListOperation <string> .FilterList(Target.levels, levelIndices); SMSceneConfigurationOperation.Build(Target).Ignore(selectedLevels).Apply(Target); sceneListData.SetSelectedItems(scenes, selectedLevels); levelListData.ClearSelection(); SyncBuildSettingsIfRequired(); EditorUtility.SetDirty(Target); }
/// <summary> /// Moves the selected level into the top position making it the first level. /// </summary> private void MoveToFirst() { BeforeChange("Move level to first position"); IList <string> selectedLevels = levelListData.GetSelectedItems(Target.levels); SMSceneConfigurationOperation.Build(Target).MoveLevelToTop(selectedLevels).Apply(Target); levelListData.SetSelectedItems(Target.levels, selectedLevels); EditorUtility.SetDirty(Target); }