/// <summary>EDITOR ONLY: Imports level assets from Assets/Levels.</summary> public void EDITOR_Import() { //get levels levels = FolderManager.GetAssetsAtPath <Level>("Levels"); //save assets EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); }
/// <summary> /// Imports from folder. /// </summary> /// <param name="folder">Folder.</param> public void EDITOR_ImportFromFolder(string folder) { AudioClip[] clips = FolderManager.GetAssetsAtPath <AudioClip>("Audio/" + folder); audioFiles = new AudioFile[clips.Length]; for (int i = 0; i < audioFiles.Length; i++) { audioFiles[i] = new AudioFile(clips[i]); } EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); }
/// <summary>EDITOR ONLY: Imports an array of TextAssets from Assets/Localization</summary> public void EDITOR_Import() { //get all the json assets from Assets/Localization TextAsset[] assets = FolderManager.GetAssetsAtPath <TextAsset>("Localization"); Assert.IsTrue(assets.Length > 0); //create a new array of supported langauges supportedLanguages = new SupportedLanguage[assets.Length]; for (int i = 0; i < assets.Length; i++) { TextAsset asset = assets[i]; SystemLanguage systemLanguage = (SystemLanguage)System.Enum.Parse(typeof(SystemLanguage), asset.name); supportedLanguages[i] = new SupportedLanguage(language: systemLanguage, jsonDatabase: asset); } }