private static void DetectSceneImport(string[] importedAssets)
 {
     foreach (string assetPath in importedAssets)
     {
         if (Path.GetExtension(assetPath) == TypedSceneSettings.SceneExtension &&
             TypedSceneValidator.ValidateSceneImport(assetPath))
         {
             var name       = Path.GetFileNameWithoutExtension(assetPath);
             var guid       = AssetDatabase.AssetPathToGUID(assetPath);
             var sourceCode = TypedSceneGenerator.Generate(name, guid);
             TypedSceneStorage.Save(name, sourceCode);
         }
     }
 }
Exemple #2
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 private static void DetectSceneImport(string[] importedAssets)
 {
     foreach (string assetPath in importedAssets)
     {
         if (Path.GetExtension(assetPath) == TypedSceneSettings.SceneExtension &&
             TypedSceneValidator.ValidateSceneImport(assetPath))
         {
             var name       = Path.GetFileNameWithoutExtension(assetPath);
             var sourceCode = TypedSceneGenerator.Generate(name, name, AssetDatabase.AssetPathToGUID(assetPath));
             var guid       = AssetDatabase.AssetPathToGUID(assetPath);
             if (!EditorBuildSettings.scenes.Any(scene => scene.guid.ToString() == guid))
             {
                 var newSceneList = new List <EditorBuildSettingsScene>(EditorBuildSettings.scenes);
                 newSceneList.Add(new EditorBuildSettingsScene(assetPath, true));
                 EditorBuildSettings.scenes = newSceneList.ToArray();
             }
             TypedSceneStorage.Save(name, sourceCode);
         }
     }
 }