GenerateAssetsAsync() public static method

public static GenerateAssetsAsync ( string paths, float>.Action progressCallback = null ) : IEnumerable
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();
        }