protected override void AfterGUI()
 {
     if (EditorGUI.EndChangeCheck())
     {
         UpdateActiveConfUI();
         BuildConfigurationSettings.Save();
     }
 }
Пример #2
0
 protected override void AfterGUI()
 {
     if (EditorGUI.EndChangeCheck())
     {
         UpdateActiveConfUI();
         foreach (var buildConfiguration in BuildConfigurationSettings.Instance.BuildConfigurations)
         {
             buildConfiguration.UpdateSceneNames();
         }
         BuildConfigurationSettings.Save();
     }
 }
Пример #3
0
        public void AddItemsToMenu(GenericMenu menu)
        {
            menu.AddItem(new GUIContent("Add Build Settings Scenes to Default"), false, () => {
                var conf = BuildConfigurationSettings.Instance.BuildConfigurations[m_SelectionIndex];
                foreach (var scene in EditorBuildSettings.scenes)
                {
                    var sceneAssetInfo = new SceneAssetInfo();
                    sceneAssetInfo.SetSceneAsset(scene);
                    conf.DefaultScenes.Add(sceneAssetInfo);
                }

                BuildConfigurationSettings.Save();
            });
        }