public static string[] OnWillSaveAssets(string[] paths) { GenerateScenes.CreateScenes(); GenerateSFX.CreateSFX(); GenerateSongs.CreateSongs(); GenerateTags.CreateTags(); // Get the name of the scene to save. string scenePath = string.Empty; string sceneName = string.Empty; foreach (string path in paths) { if (path.Contains(".unity")) { scenePath = Path.GetDirectoryName(path); sceneName = Path.GetFileNameWithoutExtension(path); } } if (sceneName.Length == 0) { return(paths); } AddCurrentSceneToBuildIfNotPresent(scenePath, sceneName); return(paths); }
private void Start() { // Set the buttons to be non-interactable // We want to change this when the user selects a tag foreach (Button button in BTN_CreateGame) { button.interactable = false; } // Get references to the toggles and tags GenerateTags generateTags = FindObjectOfType <GenerateTags>(); toggles = generateTags.GetToggles(); allTags = generateTags.GetTags(); }
private void Start() { btn_CreateGame.interactable = false; generateTags = GetComponent <GenerateTags>(); }