static bool ValidateInternal() { if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { var originalSceneSetup = EditorSceneManager.GetSceneManagerSetup(); try { ZenUnityEditorUtil.ValidateCurrentSceneSetup(); Log.Info("All scenes validated successfully"); return(true); } catch (Exception e) { Log.ErrorException(e); return(false); } finally { EditorSceneManager.RestoreSceneManagerSetup(originalSceneSetup); } } else { Debug.Log("Validation cancelled - All scenes must be saved first for validation to take place"); return(false); } }
static bool ValidateCurrentSceneInternal() { return(ValidateWrapper(() => { ZenUnityEditorUtil.ValidateCurrentSceneSetup(); ModestTree.Log.Info("All scenes validated successfully"); })); }