public void EndNewAssetCreationCanceled(string name) { string path = folder + "/" + name + extension; ProjectWindowUtil.EndNameEditAction(m_EndAction, m_InstanceID, path, m_ResourceFile, false); }
public override void OnInspectorGUI() { base.serializedObject.ApplyModifiedProperties(); EditorGUILayout.PropertyField(this.m_PreloadedShaders, true, new GUILayoutOption[0]); EditorGUILayout.Space(); GUILayout.Label($"Currently tracked: {ShaderUtil.GetCurrentShaderVariantCollectionShaderCount()} shaders {ShaderUtil.GetCurrentShaderVariantCollectionVariantCount()} total variants", new GUILayoutOption[0]); EditorGUILayout.BeginHorizontal(new GUILayoutOption[0]); GUILayout.FlexibleSpace(); if (GUILayout.Button(Styles.shaderPreloadSave, EditorStyles.miniButton, new GUILayoutOption[0])) { string message = "Save shader variant collection"; string str2 = EditorUtility.SaveFilePanelInProject("Save Shader Variant Collection", "NewShaderVariants", "shadervariants", message, ProjectWindowUtil.GetActiveFolderPath()); if (!string.IsNullOrEmpty(str2)) { ShaderUtil.SaveCurrentShaderVariantCollection(str2); } GUIUtility.ExitGUI(); } if (GUILayout.Button(Styles.shaderPreloadClear, EditorStyles.miniButton, new GUILayoutOption[0])) { ShaderUtil.ClearCurrentShaderVariantCollection(); } EditorGUILayout.EndHorizontal(); base.serializedObject.ApplyModifiedProperties(); }