Populate() public static method

public static Populate ( ) : bool
return bool
    public static void PopulateForMigration()
    {
        GetData().Reset();
        var bDirty = AkWwiseWWUBuilder.Populate();

        bDirty |= AkWwiseXMLBuilder.Populate();
        if (bDirty)
        {
            UnityEditor.EditorUtility.SetDirty(GetData());
        }
    }
Esempio n. 2
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    public static void Populate()
    {
        AkWwiseWWUBuilder.Populate();

        AkWwiseXMLBuilder.Populate();

        if (AkWwisePicker.WwiseProjectFound)
        {
            EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
    }
Esempio n. 3
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    private void OnEnable()
    {
        if (string.IsNullOrEmpty(WwiseSettings.LoadSettings().WwiseProjectPath))
        {
            return;
        }

        treeView.SaveExpansionStatus();
        if (AkWwiseWWUBuilder.Populate())
        {
            PopulateTreeview();
        }
    }
Esempio n. 4
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    public static bool Populate()
    {
        var wwuBuilderChanged = AkWwiseWWUBuilder.Populate();
        var xmlBuilderChanged = AkWwiseXMLBuilder.Populate();

        if (wwuBuilderChanged || xmlBuilderChanged)
        {
            UnityEditor.EditorUtility.SetDirty(GetData());
            return(true);
        }

        return(false);
    }
Esempio n. 5
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    private void OnEnable()
    {
        if (string.IsNullOrEmpty(AudioPluginSettingAgent.DeveloperWwiseProjectPath))
        {
            return;
        }

        treeView.SaveExpansionStatus();
        if (AkWwiseWWUBuilder.Populate())
        {
            PopulateTreeview();
        }
    }
    public static bool Populate()
    {
        bool bDirty = false;

        if (AkWwisePicker.WwiseProjectFound)
        {
            bDirty  = AkWwiseWWUBuilder.Populate();
            bDirty |= AkWwiseXMLBuilder.Populate();
            if (bDirty)
            {
                EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
            }
        }
        return(bDirty);
    }
    public static bool Populate()
    {
        var bDirty = false;

        if (AkUtilities.IsWwiseProjectAvailable)
        {
            bDirty  = AkWwiseWWUBuilder.Populate();
            bDirty |= AkWwiseXMLBuilder.Populate();
            if (bDirty)
            {
                UnityEditor.EditorUtility.SetDirty(GetData());
            }
        }

        return(bDirty);
    }