static MixerEffectDefinitionReloader() { MixerEffectDefinitions.Refresh(); if (MixerEffectDefinitionReloader.< > f__mg$cache0 == null) { MixerEffectDefinitionReloader.< > f__mg$cache0 = new Action(MixerEffectDefinitionReloader.OnProjectChanged); } EditorApplication.projectChanged += MixerEffectDefinitionReloader.< > f__mg$cache0; }
static MixerEffectDefinitionReloader() { MixerEffectDefinitions.Refresh(); Delegate arg_28_0 = EditorApplication.projectWindowChanged; if (MixerEffectDefinitionReloader.< > f__mg$cache0 == null) { MixerEffectDefinitionReloader.< > f__mg$cache0 = new EditorApplication.CallbackFunction(MixerEffectDefinitionReloader.OnProjectChanged); } EditorApplication.projectWindowChanged = (EditorApplication.CallbackFunction)Delegate.Combine(arg_28_0, MixerEffectDefinitionReloader.< > f__mg$cache0); }
static MixerEffectDefinitionReloader() { MixerEffectDefinitions.Refresh(); EditorApplication.projectWindowChanged = (EditorApplication.CallbackFunction)Delegate.Combine(EditorApplication.projectWindowChanged, new EditorApplication.CallbackFunction(MixerEffectDefinitionReloader.OnProjectChanged)); }
private static void OnProjectChanged() { MixerEffectDefinitions.Refresh(); }
// We use this class with InitializeOnLoad attribute for ensuring MixerEffectDefinitions are refreshed // when needed: 1) At startup, 2) after script recompile and 3) when project changes (new effects can have been added) static MixerEffectDefinitionReloader() { MixerEffectDefinitions.Refresh(); EditorApplication.projectChanged += OnProjectChanged; }
static MixerEffectDefinitionReloader() { MixerEffectDefinitions.Refresh(); if (< > f__mg$cache0 == null) {