// Recompiles any ink files as a result of an ink file (re)import private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { if (disabled) { return; } if (deletedAssets.Length > 0) { OnDeleteAssets(deletedAssets); } if (movedAssets.Length > 0) { OnMoveAssets(movedAssets); } if (importedAssets.Length > 0) { // Assets that are renamed are both moved and imported. We do all the work in OnMoveAssets, so do nothing here. var importedAssetsThatWerentRenames = importedAssets.Except(movedAssets).ToArray(); OnImportAssets(importedAssetsThatWerentRenames); } #if !UNITY_2020_1_OR_NEWER if (InkLibrary.created) #endif InkLibrary.Clean(); }
// Recompiles any ink files as a result of an ink file (re)import private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { if(deletedAssets.Length > 0) { OnDeleteAssets(deletedAssets); } if(movedAssets.Length > 0) { OnMoveAssets(movedAssets.Except(importedAssets).ToArray()); } if(importedAssets.Length > 0) { OnImportAssets(importedAssets); } if(InkLibrary.created) InkLibrary.Clean(); }
// Recompiles any ink files as a result of an ink file (re)import private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { if (disabled) { return; } if (deletedAssets.Length > 0) { OnDeleteAssets(deletedAssets); } if (movedAssets.Length > 0) { OnMoveAssets(movedAssets.Except(importedAssets).ToArray()); } if (importedAssets.Length > 0) { OnImportAssets(importedAssets); } #if !UNITY_2020_1_OR_NEWER if (InkLibrary.created) #endif InkLibrary.Clean(); }