Populate() 공개 정적인 메소드

public static Populate ( ) : bool
리턴 bool
예제 #1
0
 public static void PopulateMaxAttenuation()
 {
     if (populateSoundBank)
     {
         AkWwiseXMLBuilder.Populate();
         populateSoundBank = false;
         UnityEditor.SceneView.RepaintAll();
     }
 }
예제 #2
0
    public static void PopulateForMigration()
    {
        GetData().Reset();
        var bDirty = AkWwiseWWUBuilder.Populate();

        bDirty |= AkWwiseXMLBuilder.Populate();
        if (bDirty)
        {
            UnityEditor.EditorUtility.SetDirty(GetData());
        }
    }
예제 #3
0
    public static void Populate()
    {
        AkWwiseWWUBuilder.Populate();

        AkWwiseXMLBuilder.Populate();

        if (AkWwisePicker.WwiseProjectFound)
        {
            EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
        }
    }
예제 #4
0
    public static bool Populate()
    {
        var wwuBuilderChanged = AkWwiseWWUBuilder.Populate();
        var xmlBuilderChanged = AkWwiseXMLBuilder.Populate();

        if (wwuBuilderChanged || xmlBuilderChanged)
        {
            UnityEditor.EditorUtility.SetDirty(GetData());
            return(true);
        }

        return(false);
    }
    public static bool Populate()
    {
        bool bDirty = false;

        if (AkWwisePicker.WwiseProjectFound)
        {
            bDirty  = AkWwiseWWUBuilder.Populate();
            bDirty |= AkWwiseXMLBuilder.Populate();
            if (bDirty)
            {
                EditorUtility.SetDirty(AkWwiseProjectInfo.GetData());
            }
        }
        return(bDirty);
    }
예제 #6
0
    void onEditorUpdate()
    {
        if (fireEvent)
        {
            AkWwiseXMLBuilder.Populate();

            var callback = XMLUpdated;
            if (callback != null)
            {
                callback();
            }

            fireEvent = false;
        }
    }
예제 #7
0
    public static bool Populate()
    {
        var bDirty = false;

        if (AkUtilities.IsWwiseProjectAvailable)
        {
            bDirty  = AkWwiseWWUBuilder.Populate();
            bDirty |= AkWwiseXMLBuilder.Populate();
            if (bDirty)
            {
                UnityEditor.EditorUtility.SetDirty(GetData());
            }
        }

        return(bDirty);
    }
예제 #8
0
    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)
            {
                AkWwisePicker.treeView.SaveExpansionStatus();
                if (Populate())
                {
                    AkWwiseXMLBuilder.Populate();
                    AkWwisePicker.PopulateTreeview();
                    //Make sure that the Wwise picker and the inspector are updated
                    AkUtilities.RepaintInspector();
                }

                s_lastFileCheck = System.DateTime.Now;
            }
        }
    }