static void Update() { // // THIS IS A HACK. IT DETECTS WHEN A NEW SCENE IS LOADED // if(Time.realtimeSinceStartup <= EditorPrefs.GetFloat("LastLoadTime", float.MaxValue)) { EditorPrefs.SetFloat("LastLoadTime", Time.realtimeSinceStartup); sanityData = SceneSanityData.Create(); } }
static void Update() { // // THIS IS A HACK. IT DETECTS WHEN A NEW SCENE IS LOADED // if (Time.realtimeSinceStartup <= EditorPrefs.GetFloat("LastLoadTime", float.MaxValue)) { EditorPrefs.SetFloat("LastLoadTime", Time.realtimeSinceStartup); sanityData = SceneSanityData.Create(); } }
public static SceneSanityData Create() { var data = new SceneSanityData(); var objects = (GameObject[])GameObject.FindObjectsOfType(typeof(GameObject)); var items = new List <SceneSanityItem>(); foreach (var i in objects) { items.Add(new SceneSanityItem(i)); } items.Sort((x, y) => x.instanceID.CompareTo(y.instanceID)); data.dataItems = items.ToArray(); return(data); }
public static SceneSanityData Create() { var data = new SceneSanityData(); var objects = (GameObject[])GameObject.FindObjectsOfType(typeof(GameObject)); var items = new List<SceneSanityItem>(); foreach(var i in objects) { items.Add(new SceneSanityItem(i)); } items.Sort((x, y) => x.instanceID.CompareTo(y.instanceID)); data.dataItems = items.ToArray(); return data; }