private void ReportUnityVersionError() { string error = SuperTiled2Unity_Config.GetVersionError(); ReportError(error); Debug.LogError(error); }
public override void OnInspectorGUI() { #if UNITY_2018_3_OR_NEWER if (GUILayout.Button("Open SuperTiled2Unity Project Settings")) { SettingsService.OpenProjectSettings(ST2USettings.ProjectSettingsPath); } #else string error = SuperTiled2Unity_Config.GetVersionError(); EditorGUILayout.HelpBox(error, MessageType.Error); #endif }
internal static ST2USettings GetOrCreateST2USettings() { var settings = AssetDatabaseEx.LoadFirstAssetByFilterAndExtension <ST2USettings>("t: ST2USettings", "asset"); if (settings == null) { // This shouldn't often happen but we need settings in case they get deleted on us settings = SuperTiled2Unity_Config.CreateDefaultSettings(); } return(settings); }
internal static ST2USettings GetOrCreateST2USettings() { var settings = AssetDatabaseEx.LoadFirstAssetByFilterAndExtension <ST2USettings>("t: ST2USettings", "asset"); if (settings == null) { // This should only happen when we are first installing SuperTiled2Unity // However, should our settings be deleted we would like them to be recreated settings = SuperTiled2Unity_Config.CreateDefaultSettings(); } return(settings); }
public override void OnInspectorGUI() { #if UNITY_2018_3_OR_NEWER EditorGUILayout.HelpBox("SuperTiled2Unity Settings have been moved to Project Settings. You can delete this asset.", MessageType.Warning); if (GUILayout.Button("Open SuperTiled2Unity Project Settings")) { SettingsService.OpenProjectSettings(ST2USettings.ProjectSettingsPath); } #else string error = SuperTiled2Unity_Config.GetVersionError(); EditorGUILayout.HelpBox(error, MessageType.Error); #endif }