static void Update() { var timeStarted = Time.realtimeSinceStartup; if (_defaultSettings == null) { _defaultSettings = ES3Settings.GetDefaultSettings(); } if (_defaultSettings.addMgrToSceneAutomatically && _refMgr == null) { AddManagerToScene(); } /* Ensure that the following code is always last in the Update() routine */ if (_defaultSettings.autoUpdateReferences && _refMgr != null) { while (changedSinceLastSave.Count > 0 && !EditorApplication.isPlayingOrWillChangePlaymode) { if (Time.realtimeSinceStartup - timeStarted > 0.02f) { return; } _refMgr.AddDependencies(new UnityEngine.Object[] { changedSinceLastSave.Dequeue() }); } } }
public void Init() { #if UNITY_2018_3_OR_NEWER defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath(ES3EditorUtility.PathToDefaultSettings()); editorSettings = defaultSettingsGo.GetComponent <ES3DefaultSettings>(); #else editorSettings = ES3Settings.GetDefaultSettings(); #endif settings = editorSettings.settings; so = new SerializedObject(editorSettings); var settingsProperty = so.FindProperty("settings"); assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames"); }
public void Init() { #if UNITY_2018_3_OR_NEWER defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Plugins/Easy Save 3/Resources/ES3/ES3 Default Settings.prefab"); editorSettings = defaultSettingsGo.GetComponent <ES3DefaultSettings>(); #else editorSettings = ES3Settings.GetDefaultSettings(); #endif settings = editorSettings.settings; so = new SerializedObject(editorSettings); var settingsProperty = so.FindProperty("settings"); assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames"); #if UNITY_2018_3_OR_NEWER PrefabUtility.SavePrefabAsset(defaultSettingsGo); #endif }