public static void OnEditorRemove()
        {
            string dir_path = ShaderEditor.GetShaderEditorDirectoryPath() + "/thry_modules";

            if (Directory.Exists(dir_path))
            {
                TrashHandler.MoveDirectoryToTrash(dir_path);
            }
        }
Exemple #2
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        private static string GetThryModulesDirectoryPath()
        {
            string editor_path = ShaderEditor.GetShaderEditorDirectoryPath();

            if (editor_path == null)
            {
                editor_path = "Assets";
            }
            return(editor_path + "/thry_modules");
        }
Exemple #3
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        static OnCompileHandler()
        {
            //Init Editor Variables with paths
            ShaderEditor.GetShaderEditorDirectoryPath();

            Config.OnCompile();
            ModuleHandler.OnCompile();
            TrashHandler.EmptyThryTrash();

            UnityFixer.CheckAPICompatibility(); //check that Net_2.0 is ApiLevel
            UnityFixer.CheckDrawingDll();       //check that drawing.dll is imported
        }
Exemple #4
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        private static bool CheckForEditorRemove(string[] assets)
        {
            string test_for = ShaderEditor.GetShaderEditorDirectoryPath() + "/Editor/ShaderEditor.cs";

            foreach (string p in assets)
            {
                if (p == test_for)
                {
                    return(true);
                }
            }
            return(false);
        }