public static string[] OnWillSaveAssets(string[] paths)
        {
            List <string> result = new List <string>();

            foreach (var path in paths)
            {
                if (IsUnlocked(path))
                {
                    result.Add(path);
                }
                else
                {
                    Debug.LogError(path + " is read-only.");
                }
                if (path.EndsWith(".unity"))
                {
                    Scene scene = SceneManager.GetSceneByPath(path);
                    Debug.Log("Currernt Save Scene :" + scene.name);
                }
            }
            return(result.ToArray());
        }
Exemplo n.º 2
0
 private static void OnPlayModeStateChanged(QuickUnityEditorEventsWatcher.PlayModeState arg0)
 {
     Debug.Log("Editor PlayModeState: {0}", arg0);
 }
Exemplo n.º 3
0
 private static void OnUnityScripsCompilingCompleted()
 {
     Debug.Log("<color=green>Unity Scripts Compiling Completed.</color>");
 }