Refresh() public static method

public static Refresh ( ) : void
return void
 static MixerEffectDefinitionReloader()
 {
     MixerEffectDefinitions.Refresh();
     if (MixerEffectDefinitionReloader.< > f__mg$cache0 == null)
     {
         MixerEffectDefinitionReloader.< > f__mg$cache0 = new Action(MixerEffectDefinitionReloader.OnProjectChanged);
     }
     EditorApplication.projectChanged += MixerEffectDefinitionReloader.< > f__mg$cache0;
 }
        static MixerEffectDefinitionReloader()
        {
            MixerEffectDefinitions.Refresh();
            Delegate arg_28_0 = EditorApplication.projectWindowChanged;

            if (MixerEffectDefinitionReloader.< > f__mg$cache0 == null)
            {
                MixerEffectDefinitionReloader.< > f__mg$cache0 = new EditorApplication.CallbackFunction(MixerEffectDefinitionReloader.OnProjectChanged);
            }
            EditorApplication.projectWindowChanged = (EditorApplication.CallbackFunction)Delegate.Combine(arg_28_0, MixerEffectDefinitionReloader.< > f__mg$cache0);
        }
Exemplo n.º 3
0
 static MixerEffectDefinitionReloader()
 {
     MixerEffectDefinitions.Refresh();
     EditorApplication.projectWindowChanged = (EditorApplication.CallbackFunction)Delegate.Combine(EditorApplication.projectWindowChanged, new EditorApplication.CallbackFunction(MixerEffectDefinitionReloader.OnProjectChanged));
 }
Exemplo n.º 4
0
 private static void OnProjectChanged()
 {
     MixerEffectDefinitions.Refresh();
 }
        // We use this class with InitializeOnLoad attribute for ensuring MixerEffectDefinitions are refreshed
        // when needed: 1) At startup, 2) after script recompile and 3) when project changes (new effects can have been added)
        static MixerEffectDefinitionReloader()
        {
            MixerEffectDefinitions.Refresh();

            EditorApplication.projectChanged += OnProjectChanged;
        }
 static MixerEffectDefinitionReloader()
 {
     MixerEffectDefinitions.Refresh();
     if (< > f__mg$cache0 == null)
     {