private void LoadTileSets() { _tilesetList = UnityInternal.GetAssetsInProjectOfType <Tileset>(); _tilesetNames = _tilesetList.Select(t => t.Name).ToArray(); if (_tilesetList.Count > 0) { SetTileSet(_tilesetList[0].InstanceID); } UpdateTextureList(); }
private void LoadTilesets() { TilesetList = UnityInternal.GetAssetsInProjectOfType <Tileset>().ToArray(); // if no tileset set yet, set if (TilesetList.Length > 0 && !_parent.Tileset) { SetTileSet(TilesetList[0].InstanceID); } _parent.Repaint(); }
private static List <Tileset> LoadAllTilesets() { var tilesetData = UnityInternal.GetAssetsInProjectOfType <Tileset>().ToArray(); var tilesets = new List <Tileset>(); // ReSharper disable LoopCanBeConvertedToQuery foreach (var t in tilesetData) // ReSharper restore LoopCanBeConvertedToQuery { var path = AssetDatabase.GetAssetPath(t.InstanceID); var tileset = AssetDatabase.LoadAssetAtPath(path, typeof(Tileset)) as Tileset; tilesets.Add(tileset); } return(tilesets); }
private bool UpdateRequired() { var version = EditorPrefs.GetInt("TilerVersion", 0); if (version == TilerVersion) { return(false); } var tilesets = UnityInternal.GetAssetsInProjectOfType <Tileset>().ToArray(); // no tilesets to update anyway if (tilesets.Length == 0) { EditorPrefs.SetInt("TilerVersion", TilerVersion); return(false); } return(true); }