Example #1
0
        protected override void Apply()
        {
            base.Apply();

            if (VisualEditor is null)
            {
                return;
            }

            var scriptText = VisualEditor.GenerateText();
            var scriptPath = AssetDatabase.GetAssetPath(ScriptAsset);

            File.WriteAllText(scriptPath, scriptText, Encoding.UTF8);
            ScriptView.ScriptModified = false;
        }
Example #2
0
        private void ApplyAndImportChecked()
        {
            if (!ScriptView.ScriptModified || !ObjectUtils.IsValid(ScriptAsset))
            {
                return;
            }

            // Make sure the script actually changed before invoking `ApplyAndImport()`;
            // in case the generated script text will be the same as it was, Unity editor will
            // fail internally and loose reference to the edited asset target.
            var scriptPath         = AssetDatabase.GetAssetPath(ScriptAsset);
            var modifiedScriptText = VisualEditor.GenerateText();
            var savedScriptText    = File.ReadAllText(scriptPath, Encoding.UTF8);

            if (modifiedScriptText == savedScriptText)
            {
                ScriptView.ScriptModified = false;
                return;
            }
            ApplyAndImport();
        }