public static string[] OnWillSaveAssets(string[] paths) { List <string> result = new List <string>(); foreach (var path in paths) { if (IsUnlocked(path)) { result.Add(path); } else { Debug.LogError(path + " is read-only."); } if (path.EndsWith(".unity")) { Scene scene = SceneManager.GetSceneByPath(path); Debug.Log("Currernt Save Scene :" + scene.name); } } return(result.ToArray()); }
private static void OnPlayModeStateChanged(QuickUnityEditorEventsWatcher.PlayModeState arg0) { Debug.Log("Editor PlayModeState: {0}", arg0); }
private static void OnUnityScripsCompilingCompleted() { Debug.Log("<color=green>Unity Scripts Compiling Completed.</color>"); }