private void LoadAsset(string guid) { string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid); BaseInputSet asset = UnityEditor.AssetDatabase.LoadAssetAtPath <BaseInputSet>(assetPath); if (asset != null) { OnInputSetCreated(asset); } }
private void OnInputSetCreated(BaseInputSet newInputSet) { if (ExistsInInputSetStates(newInputSet) == false) { InputSetState newState = new InputSetState { inputSet = newInputSet }; inputSetStates.Add(newState); } }
private bool ExistsInInputSetStates(BaseInputSet inputSet) { for (int i = 0; i < inputSetStates.Count; i++) { if (inputSet.GetType() == inputSetStates[i].inputSet.GetType()) { Debug.LogWarning("Attempted to add an already existing InputSet to the InputContext. This is not allowed!"); return(true); } } return(false); }