public void OnEnable() { if (s_Instance == null) { s_Instance = this; } LoadWindow(); }
public void OnEnable() { // Make sure the project is up-to-date UnityConnect.instance.ProjectStateChanged += OnStateRefreshRequired; if (s_Instance == null) { s_Instance = this; } LoadWindow(); }
public void OnEnable() { // Make sure the project is up-to-date UnityConnect.instance.ProjectStateChanged += OnStateRefreshRequired; // Make sure to follow-up the Collab State... // Collab is a specific case where the service can be enabled inside another Editor Window by the Collab package code itself. // We need to be informed of that changed when it happens Collab.instance.StateChanged += OnCollabStateChanged; if (s_Instance == null) { s_Instance = this; } LoadWindow(); }
internal static void ShowServicesWindow() { // Opens the window, otherwise focuses it if it’s already open. if (s_Instance == null) { s_Instance = GetWindow <ServicesEditorWindow>(typeof(InspectorWindow)); s_Instance.titleContent = new GUIContent(L10n.Tr(k_WindowTitle)); s_Instance.minSize = new Vector2(300, 150); } else { GetWindow <ServicesEditorWindow>(); } EditorAnalytics.SendEventShowService(new ServicesProjectSettings.ShowServiceState() { service = k_WindowTitle, page = "", referrer = "window_menu_item" }); }