Пример #1
0
        private void CreateOverview()
        {
#if UNITY_2017
            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
#else
            EditorApplication.SaveCurrentSceneIfUserWantsTo();
#endif
            _aiStep = Step.Processing;
            EditorAsync.ExecuteOnMain(
                ResolveReferences(),
                10,
                () =>
            {
                if (_cancelled)
                {
                    _cancelled = false;
                    _aiStep    = Step.Start;
                }
                else
                {
                    _aiStep = Step.Result;
                }

                _owner.Repaint();
            });

            _owner.Repaint();
        }
Пример #2
0
        private void StartUpdate()
        {
#if UNITY_2017
            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
#else
            EditorApplication.SaveCurrentSceneIfUserWantsTo();
#endif

            _step = Step.Processing;
            EditorAsync.ExecuteOnMain(
                ExecuteUpdates(),
                10,
                () =>
            {
                if (_cancelled)
                {
                    _cancelled = false;
                }

                _step = Step.Result;

                Repaint();
            });

            Repaint();
        }