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(); }
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(); }