/// <summary>
        /// Saves the configuration of the application in to the configuration file.
        /// </summary>
        public void SaveConfiguration()
        {
            string configFile = string.Format(
                CultureInfo.InvariantCulture,
                "{0}{1}",
                PathsUtility.AddBackslashToPath(AppDomain.CurrentDomain.BaseDirectory), Settings.Default.ApplicationConfigFile
                );

            TupleGeo.General.Serialization.XmlSerializer.Serialize(_applicationModel, configFile);
        }
        /// <summary>
        /// Reads the configuration of the application from the configuration file.
        /// </summary>
        public void ReadConfiguration()
        {
            string configFile = string.Format(
                CultureInfo.InvariantCulture,
                "{0}{1}",
                PathsUtility.AddBackslashToPath(AppDomain.CurrentDomain.BaseDirectory), Settings.Default.ApplicationConfigFile
                );

            // Get the application level information.
            AppEngine.Instance.ApplicationModel = (ApplicationModel)TupleGeo.General.Serialization.XmlSerializer.Deserialize(
                typeof(ApplicationModel),
                configFile
                );
        }
Esempio n. 3
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    public static void RestoreSceneSetup()
    {
        var assetPath = PathsUtility.ConvertFullAbsolutePathToAssetPath(PathsUtility.TryGetSelectedFilePathInProjectsTab());
        var loader    = AssetDatabase.LoadAssetAtPath <MultiSceneSetup>(assetPath);
        var setups    = new UnityEditor.SceneManagement.SceneSetup[loader.Setups.Count];

        for (var i = 0; i < loader.Setups.Count; i++)
        {
            setups[i]          = new UnityEditor.SceneManagement.SceneSetup();
            setups[i].isActive = loader.Setups[i].IsActive;
            setups[i].isLoaded = loader.Setups[i].IsLoaded;
            setups[i].path     = loader.Setups[i].Path;
        }

        EditorSceneManager.RestoreSceneManagerSetup(setups);
    }
Esempio n. 4
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 private static bool HasSceneSetupFileSelected()
 {
     return(PathsUtility.TryGetSelectedFilePathInProjectsTab() != null);
 }
Esempio n. 5
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    public static void SaveSceneSetup()
    {
        var assetPath = PathsUtility.ConvertFullAbsolutePathToAssetPath(PathsUtility.TryGetSelectedFilePathInProjectsTab());

        SaveCurrentSceneSetup(assetPath);
    }
Esempio n. 6
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 public static bool CreateNewSceneSetupValidate()
 {
     return(PathsUtility.TryGetSelectedFolderPathInProjectsTab() != null);
 }