static internal BrushSettings[] GetAvailableBrushes() { List <BrushSettings> brushes = PolyEditorUtility.GetAll <BrushSettings>(); if (brushes.Count < 1) { brushes.Add(PolyEditorUtility.GetFirstOrNew <BrushSettings>()); } return(brushes.ToArray()); }
static internal IReadOnlyCollection <BrushSettings> GetAvailableBrushes() { List <BrushSettings> brushes = PolyEditorUtility.GetAll <BrushSettings>(); if (brushes.Count < 1) { brushes.Add(PolyEditorUtility.GetFirstOrNew <BrushSettings>()); } return(brushes); }
void RefreshAvailablePalettes() { m_AvailablePalettes = PolyEditorUtility.GetAll <PrefabPalette>().ToArray(); if (m_AvailablePalettes.Length < 1) { prefabPalette = PolyEditorUtility.GetFirstOrNew <PrefabPalette>(); } m_AvailablePalettesAsStrings = m_AvailablePalettes.Select(x => x.name).ToArray(); ArrayUtility.Add <string>(ref m_AvailablePalettesAsStrings, string.Empty); ArrayUtility.Add <string>(ref m_AvailablePalettesAsStrings, "Add Palette..."); m_CurrentPaletteIndex = System.Array.IndexOf(m_AvailablePalettes, m_PrefabPalette); }
/// <summary> /// Refresh the list of available BrushSettings /// </summary> internal void RefreshAvailableBrushes() { m_AvailableBrushes = PolyEditorUtility.GetAll <BrushSettings>(); if (m_AvailableBrushes.Count < 1) { m_AvailableBrushes.Add(PolyEditorUtility.GetFirstOrNew <BrushSettings>()); } m_CurrentBrushIndex = System.Math.Max(m_AvailableBrushes.FindIndex(x => x.name.Equals(brushSettings.name)), 0); m_AvailableBrushesStrings = m_AvailableBrushes.Select(x => x.name).ToArray(); ArrayUtility.Add <string>(ref m_AvailableBrushesStrings, string.Empty); ArrayUtility.Add <string>(ref m_AvailableBrushesStrings, "Add Brush..."); }
internal static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { List <PrefabPalette> palettes = PolyEditorUtility.GetAll <PrefabPalette>(); if (palettes.Count == 0 || deletedAssets.Length == 0) { return; } RemovedDeletedPrefabFromloadout(); // Find out deleted prefabs and put them in a dictionnary to delete Dictionary <PrefabPalette, List <PrefabAndSettings> > toDelete = new Dictionary <PrefabPalette, List <PrefabAndSettings> >(); foreach (PrefabPalette palette in palettes) { foreach (PrefabAndSettings settings in palette.prefabs) { if (settings.gameObject == null) { if (!toDelete.ContainsKey(palette)) { toDelete.Add(palette, new List <PrefabAndSettings>() { settings }); } else { toDelete[palette].Add(settings); } } } } // Delete the deleted prefabs from all the PrefabPalettes they were contained in foreach (PrefabPalette palette in toDelete.Keys) { foreach (PrefabAndSettings settings in toDelete[palette]) { palette.prefabs.Remove(settings); } EditorUtility.SetDirty(palette); } }