예제 #1
0
        internal static void CreateCache()
        {
            _cache = CreateInstance <FR2_Cache>();
            AssetDatabase.CreateAsset(_cache, DEFAULT_CACHE_PATH);
            EditorUtility.SetDirty(_cache);
            AssetDatabase.SaveAssets();

            FoundCache(true, true);
            _cache.Check4Changes(!EditorApplication.isPlaying, true);
        }
예제 #2
0
        private static void FoundCache(bool savePrefs, bool writeFile)
        {
            var elapseTime = FR2_Unity.Epoch(DateTime.Now) - _cache.timeStamp;

            _cache.Check4Changes(!EditorApplication.isPlaying, elapseTime > FORCE_REFRESH_DURATION);
            _cachePath = AssetDatabase.GetAssetPath(_cache);
            _cacheGUID = AssetDatabase.AssetPathToGUID(_cachePath);

            if (savePrefs)
            {
                EditorPrefs.SetString("fr2_cache.guid", _cacheGUID);
            }
            if (writeFile)
            {
                File.WriteAllText("Library/fr2_cache.guid", _cacheGUID);
            }
        }