private void EnsureDrawerIsVisible(bool forceFocus) { //Create the container in case it doesnt exist if (s_UnityConnectEditorWindow == null || !s_UnityConnectEditorWindow.UrlsMatch(GetAllServiceUrls())) { var fixTitle = kDrawerContainerTitle; var panelEnv = UnityConnectPrefs.GetServiceEnv(m_CurrentServiceName); if (panelEnv != UnityConnectPrefs.kProductionEnv) { fixTitle += " [" + UnityConnectPrefs.kEnvironmentFamilies[panelEnv] + "]"; } s_UnityConnectEditorWindow = UnityConnectEditorWindow.Create(fixTitle, GetAllServiceUrls()); s_UnityConnectEditorWindow.ErrorUrl = m_Services[ErrorHubAccess.kServiceName].serviceUrl; s_UnityConnectEditorWindow.minSize = new Vector2(275, 50); } //Since s_UnityConnectEditorWindow.currentUrl is a property that load a page we must build the url before changing it var newUrl = m_Services[m_CurrentServiceName].serviceUrl; if (m_CurrentPageName.Length > 0) { newUrl += ("/#/" + m_CurrentPageName); } s_UnityConnectEditorWindow.currentUrl = newUrl; s_UnityConnectEditorWindow.ShowTab(); if (InternalEditorUtility.isApplicationActive && forceFocus) { s_UnityConnectEditorWindow.Focus(); } }
private void EnsureDrawerIsVisible(bool forceFocus) { if ((s_UnityConnectEditorWindow == null) || !s_UnityConnectEditorWindow.UrlsMatch(this.GetAllServiceUrls())) { string title = "Services"; int serviceEnv = UnityConnectPrefs.GetServiceEnv(this.m_CurrentServiceName); if (serviceEnv != 0) { title = title + " [" + UnityConnectPrefs.kEnvironmentFamilies[serviceEnv] + "]"; } s_UnityConnectEditorWindow = UnityConnectEditorWindow.Create(title, this.GetAllServiceUrls()); s_UnityConnectEditorWindow.ErrorUrl = this.m_Services["ErrorHub"].serviceUrl; s_UnityConnectEditorWindow.minSize = new Vector2(275f, 50f); } string serviceUrl = this.m_Services[this.m_CurrentServiceName].serviceUrl; if (this.m_CurrentPageName.Length > 0) { serviceUrl = serviceUrl + "/#/" + this.m_CurrentPageName; } s_UnityConnectEditorWindow.currentUrl = serviceUrl; s_UnityConnectEditorWindow.ShowTab(); if (InternalEditorUtility.isApplicationActive && forceFocus) { s_UnityConnectEditorWindow.Focus(); } }