public static GenerateAssetsAsync ( string paths, float>.Action |
||
paths | string | |
progressCallback | float>.Action | |
return | IEnumerable |
private static void Initialize() { if (EditorApplication.isCompiling) { return; } EditorApplication.update -= InitializeCallback; var listStr = EditorPrefs.GetString(PREFS_KEY); if (string.IsNullOrEmpty(listStr)) { AssetGenerationList = new HashSet <string>(); } else { AssetGenerationList = new HashSet <string>(listStr.Split(ListSplitterChars, StringSplitOptions.RemoveEmptyEntries)); } if (Settings.Current.Verbose) { Debug.Log("Scheduling " + AssetGenerationList.Count + " asset generating tasks."); } CoroutineScheduler.Schedule(Menu.GenerateAssetsAsync(AssetGenerationList.ToArray())) .IgnoreFault() .ContinueWith(_ => EditorPrefs.DeleteKey(PREFS_KEY)); AssetGenerationList.Clear(); SaveList(); }
private static void Initialize() { EditorApplication.update -= InitializeCallback; System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(typeof(GameDataInspector).TypeHandle); var listStr = EditorPrefs.GetString(PREFS_KEY); if (string.IsNullOrEmpty(listStr)) { AssetGenerationList = new HashSet <string>(); } else { AssetGenerationList = new HashSet <string>(listStr.Split(ListSplitterChars, StringSplitOptions.RemoveEmptyEntries)); } if (Settings.Current.Verbose) { Debug.Log("Scheduling " + AssetGenerationList.Count + " asset generating tasks."); } CoroutineScheduler.Schedule(Menu.GenerateAssetsAsync(AssetGenerationList.ToArray())) .IgnoreFault() .ContinueWith(_ => EditorPrefs.DeleteKey(PREFS_KEY)); AssetGenerationList.Clear(); SaveList(); }