Esempio n. 1
0
        /// <summary>
        /// Creates project from given json
        /// </summary>
        /// <param name="project"></param>
        public bool CreateProject(IO.Swagger.Model.Project project, bool allowEdit)
        {
            Debug.Assert(ActionsManager.Instance.ActionsReady);
            if (Project != null)
            {
                return(false);
            }

            Project        = project;
            this.AllowEdit = allowEdit;
            LoadSettings();
            bool success = UpdateProject(project, true);

            if (success)
            {
                ProjectChanged = false;
                OnLoadProject?.Invoke(this, EventArgs.Empty);
            }
            ProjectLoaded = success;
            return(success);
        }
Esempio n. 2
0
        private static void LoadContext(UTinyEditorContext context, bool isChanged)
        {
            Assert.IsNotNull(context);

            UTinyModificationProcessor.ClearChanged();

            // @NOTE Loading a project can cause a Unity scene to change or be loaded during this operation we dont want to trigger a save
            using (new UTinyModificationProcessor.DontSaveScope())
            {
                // Cleanup the previous context
                if (context != EditorContext)
                {
                    EditorContext?.Unload();
                }

                // Load the new context
                EditorContext = context;
                EditorContext.Load();

                // Setup the initial state
                s_WorkspaceVersion = EditorContext.Workspace.Version;

                OnLoadProject?.Invoke(EditorContext.Project);

                // Flush the Undo stack
                EditorContext.Undo.Update();

                // Listen for ANY changes and flag the project as changed (*)
                EditorContext.Caretaker.OnObjectChanged += (originator, memento) => { UTinyModificationProcessor.MarkChanged(); };
                EditorContext.Undo.OnUndoPerformed      += UTinyModificationProcessor.MarkChanged;
                EditorContext.Undo.OnRedoPerformed      += UTinyModificationProcessor.MarkChanged;
            }

            if (isChanged)
            {
                UTinyModificationProcessor.MarkChanged();
            }
        }