public override void Action(int instanceId, string pathName, string resourceFile) { var spriteAtlasAsset = new SpriteAtlasAsset(); UnityEditorInternal.InternalEditorUtility.SaveToSerializedFileAndForget(new Object[] { spriteAtlasAsset }, pathName, true); AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); }
public static void Save(SpriteAtlasAsset asset, string assetPath) { if (asset == null) { throw new ArgumentNullException("Parameter asset is null"); } var objs = new UnityEngine.Object[] { asset }; UnityEditorInternal.InternalEditorUtility.SaveToSerializedFileAndForget(objs, assetPath, UnityEditor.EditorSettings.serializationMode != UnityEditor.SerializationMode.ForceBinary); }
private string LoadSourceAsset() { var assetPath = AssetDatabase.GetAssetPath(target); var loadedObjects = InternalEditorUtility.LoadSerializedFileAndForget(assetPath); if (loadedObjects.Length > 0) { m_TargetAsset = loadedObjects[0] as SpriteAtlasAsset; } return(assetPath); }
protected override void Apply() { if (HasModified()) { if (spriteAtlasAsset) { SpriteAtlasAsset.Save(spriteAtlasAsset, m_AssetPath); } m_ContentHash = GetInspectorHash(); } base.Apply(); }
extern private static void Internal_Create([Writable] SpriteAtlasAsset self);