public void RemoveAt(int index) { #if UNITY_EDITOR ArrayTools.RemoveAt(ref srcArr, index); TextureArrayTools.RemoveAt(ref texArr, index); SaveSources(); #endif }
public static void SetUserData(this UnityEditor.AssetImporter importer, string param, string[] data, bool reload = false) { char endline = '\n'; //';' string userData = importer.userData; string[] userDataSplit = userData.Split('\n', ';'); //preparing new data line if (data == null) { data = new string[0]; } string newDataString = param + ":" + data.ToStringMemberwise(separator: ","); //param line number (-1 if not found) int numInSplit = -1; for (int i = 0; i < userDataSplit.Length; i++) { if (userDataSplit[i].StartsWith(param + ":")) { numInSplit = i; } } //erasing empty data if (numInSplit >= 0 && data.Length == 0) { ArrayTools.RemoveAt(ref userDataSplit, numInSplit); } //replacing line if (numInSplit >= 0 && data.Length != 0) { userDataSplit[numInSplit] = newDataString; } //adding new line if (numInSplit == -1 && data.Length != 0) { ArrayTools.Add(ref userDataSplit, newDataString); } //to string string newUserData = ""; for (int i = 0; i < userDataSplit.Length; i++) { if (userDataSplit[i].Length == 0) { continue; } newUserData += userDataSplit[i]; if (i != userDataSplit.Length - 1) { newUserData += endline; } } //writing if (newUserData != userData) { importer.userData = newUserData; UnityEditor.EditorUtility.SetDirty(importer); UnityEditor.AssetDatabase.WriteImportSettingsIfDirty(importer.assetPath); if (reload) { UnityEditor.AssetDatabase.Refresh(); } } }