Esempio n. 1
0
 public static void PrefabUpdated(GameObject go)
 {
     if (go)
     {
         if (go.activeSelf)
         {
             // Debug.LogError("Set prefab: {0} was left active on last \"Apply\", be sure to set the active flag to false (Sets are always marked inactive)".Fmt(setCom.GetType().Name));
             /// Eventually we want this, but there are some gotchas with writing out a prefab
             /// e.g. if the set gets parented to a blank gameobject and then applied, we would end up writing out that prefab
             Debug.LogError("Set prefab: {0} was left active on last \"Apply\", auto-correcting the active flag to false (Sets are always marked inactive)".Fmt(GetType().Name));
             // TODO: Make sure the correct object is written out and not just simply the root prefab
             go.SetActive(false);
             PrefabUtilityExtensions.WritePrefabToDisk(go);
         }
     }
 }