Пример #1
0
    /// returns true if the file was opened, false otherwise
    bool OpenFile(string file)
    {
        _textView = null;
        _codeView = null;
        _filePath = file;

        if (string.IsNullOrEmpty(_filePath))
        {
            return(false);
        }

        _textView = TextViewFactory.ViewForFile(_filePath);
        _codeView = new CodeView(MissingEditorAPI.currentInspectorWindow, _textView);

        if (_textView != null)
        {
            _settingsDialog = new SettingsDialog(_textView);
        }
        return(true);
    }
Пример #2
0
        // Use of this section requires 4.2 UnityEditor.dll

        /*
         * [UnityEditor.Callbacks.OnOpenAsset]
         * public static bool OnOpenAsset(int instanceID, int line)
         * {
         *      string assetpath = AssetDatabase.GetAssetPath(instanceID);
         *      UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(assetpath, typeof(UnityEngine.Object));
         *      if(asset is TextAsset || asset is ComputeShader)
         *      {
         *              OpenWindowFor(assetpath);
         *              return true;
         *      }
         *      return false;
         * }
         */

        /// <returns>true if the file was open, false otherwise</returns>
        bool OpenFile(string file)
        {
            _textView = null;
            _codeView = null;
            _filePath = file;
            _fileNameWithExtension = "";

            if (string.IsNullOrEmpty(_filePath))
            {
                return(false);
            }

            _textView = TextViewFactory.ViewForFile(_filePath);
            _codeView = new CodeView(this, _textView);
            _fileNameWithExtension = Path.GetFileName(_filePath);

            if (_textView != null)
            {
                _settingsDialog = new SettingsDialog(_textView);
            }
            return(true);
        }