/// <summary> /// Saves the configuration of the application in to the configuration file. /// </summary> public void SaveConfiguration() { string configFile = string.Format( CultureInfo.InvariantCulture, "{0}{1}", PathsUtility.AddBackslashToPath(AppDomain.CurrentDomain.BaseDirectory), Settings.Default.ApplicationConfigFile ); TupleGeo.General.Serialization.XmlSerializer.Serialize(_applicationModel, configFile); }
/// <summary> /// Reads the configuration of the application from the configuration file. /// </summary> public void ReadConfiguration() { string configFile = string.Format( CultureInfo.InvariantCulture, "{0}{1}", PathsUtility.AddBackslashToPath(AppDomain.CurrentDomain.BaseDirectory), Settings.Default.ApplicationConfigFile ); // Get the application level information. AppEngine.Instance.ApplicationModel = (ApplicationModel)TupleGeo.General.Serialization.XmlSerializer.Deserialize( typeof(ApplicationModel), configFile ); }
public static void RestoreSceneSetup() { var assetPath = PathsUtility.ConvertFullAbsolutePathToAssetPath(PathsUtility.TryGetSelectedFilePathInProjectsTab()); var loader = AssetDatabase.LoadAssetAtPath <MultiSceneSetup>(assetPath); var setups = new UnityEditor.SceneManagement.SceneSetup[loader.Setups.Count]; for (var i = 0; i < loader.Setups.Count; i++) { setups[i] = new UnityEditor.SceneManagement.SceneSetup(); setups[i].isActive = loader.Setups[i].IsActive; setups[i].isLoaded = loader.Setups[i].IsLoaded; setups[i].path = loader.Setups[i].Path; } EditorSceneManager.RestoreSceneManagerSetup(setups); }
private static bool HasSceneSetupFileSelected() { return(PathsUtility.TryGetSelectedFilePathInProjectsTab() != null); }
public static void SaveSceneSetup() { var assetPath = PathsUtility.ConvertFullAbsolutePathToAssetPath(PathsUtility.TryGetSelectedFilePathInProjectsTab()); SaveCurrentSceneSetup(assetPath); }
public static bool CreateNewSceneSetupValidate() { return(PathsUtility.TryGetSelectedFolderPathInProjectsTab() != null); }