private static void PostImportFunction() { #if UNITY_2018_1_OR_NEWER UnityEditor.EditorApplication.hierarchyChanged += CheckWwiseGlobalExistance; #else UnityEditor.EditorApplication.hierarchyWindowChanged += CheckWwiseGlobalExistance; #endif UnityEditor.EditorApplication.delayCall += CheckPicker; if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode || UnityEditor.EditorApplication.isCompiling) { return; } try { if (!string.IsNullOrEmpty(AkWwiseEditorSettings.Instance.WwiseProjectPath)) { AkWwisePicker.Refresh(ignoreIfWaapi: true); if (AkWwiseProjectInfo.GetData().autoPopulateEnabled) { AkWwiseWWUBuilder.StartWWUWatcher(); } } } catch (System.Exception e) { UnityEngine.Debug.Log(e.ToString()); } //Check if a WwiseGlobal object exists in the current scene CheckWwiseGlobalExistance(); }
private static void Tick() { isTicking = true; if (AkWwiseProjectInfo.GetData() != null) { if (System.DateTime.Now.Subtract(s_lastFileCheck).Seconds > s_SecondsBetweenChecks && !UnityEditor.EditorApplication.isCompiling && !UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode && AkWwiseProjectInfo.GetData().autoPopulateEnabled) { if (Populate()) { AkWwiseXMLBuilder.Populate(); //check if WAAPI or not AkWwisePicker.Refresh(ignoreIfWaapi: true); //Make sure that the Wwise picker and the inspector are updated AkUtilities.RepaintInspector(); } s_lastFileCheck = System.DateTime.Now; } } }