void LoadDatabase(LSDatabase database) { _database = database; bool isValid = false; if (_database != null) { if (database.GetType() != DatabaseType) { //Note: A hacky fix for changing the type of a previously saved database is to turn on Debug mode //and change the script type of the database asset in the inspector. Back it up before attempting! } DatabaseEditor = new EditorLSDatabase(); DatabaseEditor.Initialize(this, Database, out isValid); } if (!isValid) { Debug.Log("Load unsuccesful"); this.DatabaseEditor = null; this._database = null; IsLoaded = false; return; } LSFSettingsManager.GetSettings().Database = database; LSFSettingsModifier.Save(); IsLoaded = true; }
void LoadDatabase(LSDatabase database) { _database = database; _databaseEditor = (EditorLSDatabase)Activator.CreateInstance(DatabaseEditorType); _databaseEditor.Initialize(this, Database); LSFSettingsManager.GetSettings().Database = database; LSFSettingsModifier.Save(); }
public static void Setup() { //LSFSettingsManagers.GetSettings().Database is the most recent database loaded/created. //You can also set this manually by dragging the desired database onto the saved LSFSettings in... //'Assets/Resources/LockstepFrameworkSettings' LSDatabase database = LSFSettingsManager.GetSettings().Database; _currentDatabase = database; }
internal static void Save() { if (EditorLSDatabaseWindow.CanSave) { EditorUtility.SetDirty(LSFSettingsManager.GetSettings()); EditorApplication.SaveAssets(); AssetDatabase.Refresh(); } }
public static void Initialize() { if (Loaded == false) { LSDatabase database = LSFSettingsManager.GetSettings().Database; _currentDatabase = database; Loaded = true; LockstepManager.Setup(); } Terrain = GameObject.FindObjectOfType <Terrain> (); }
void OnEnable() { Window = this; this.LoadDatabase(LSFSettingsManager.GetSettings().Database); if (this.Database != null) { _databaseType = LSFSettingsManager.GetSettings().Database.GetType(); if (_databaseType.Type == null) { _databaseType = typeof(DefaultLSDatabase); } } }
internal static void Save() { if (EditorLSDatabaseWindow.CanSave) { EditorUtility.SetDirty(LSFSettingsManager.GetSettings()); #if UNITY_5_5_OR_NEWER AssetDatabase.SaveAssets(); #else EditorApplication.SaveAssets(); #endif AssetDatabase.Refresh(); } }
void LoadDatabase(LSDatabase database) { _database = database; _databaseEditor = (EditorLSDatabase)Activator.CreateInstance(typeof(EditorLSDatabase)); bool isValid; _databaseEditor.Initialize(this, Database, out isValid); if (!isValid) { this._databaseEditor = null; this._database = null; IsLoaded = false; return; } LSFSettingsManager.GetSettings().Database = database; LSFSettingsModifier.Save(); IsLoaded = true; }
public static void Setup() { LSDatabase database = LSFSettingsManager.GetSettings().Database; _currentDatabase = database; }