public void OnPreprocessBuild(BuildTarget build_target, string path) { CriWareBuildPreprocessor instance = CriWareBuildPreprocessor.LoadExistingAsset(); if (instance == null) { instance = ScriptableObject.CreateInstance <CriWareBuildPreprocessor>(); Debug.Log( "[CRIWARE] Run CriWareBuildPreprocessor.OnPreprocessBuild with default preferences.\n" + "If you want to change the preferences, please create the preferences file by 'GameObject/CRIWARE/Create CriWareBuildPreprocessorPrefs.asset' menu." ); } else { Debug.Log( "[CRIWARE] CriWareBuildPreprocessor preferences file has been loaded.\n" + "If you want to change the preferences, please edit the preferences file (" + prefsFilePath + ")" ); } if (instance.muteOtherAudio == true) { ModifyAudioManager(build_target, path); } }
public static void Create() { CriWareBuildPreprocessor instance = CriWareBuildPreprocessor.LoadExistingAsset(); if (instance) { Debug.LogError("[CRIWARE] Preferences file of CriWareBuildPreprocessor already exists."); Selection.activeObject = instance; return; } var scobj = ScriptableObject.CreateInstance <CriWareBuildPreprocessor>(); if (scobj == null) { Debug.Log("[CRIWARE] Failed to create CriWareBuildPreprocessor asset"); return; } var script = MonoScript.FromScriptableObject(scobj); prefsFilePath = Path.Combine(Directory.GetParent(AssetDatabase.GetAssetPath(script)).ToString(), "CriWareBuildPreprocessorPrefs.asset"); Directory.CreateDirectory(Path.GetDirectoryName(prefsFilePath)); AssetDatabase.CreateAsset(scobj, prefsFilePath); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("[CRIWARE] Created the preferences file of CriWareBuildPreprocessor. (" + prefsFilePath + ")"); Selection.activeObject = scobj; }