Пример #1
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection == null)
     {
         this.RevertValues();
     }
     else
     {
         Undo.RecordObjects(this.m_Targets, "Apply Preset " + selection.name);
         UnityEngine.Object[] targets = this.m_Targets;
         for (int i = 0; i < targets.Length; i++)
         {
             UnityEngine.Object target = targets[i];
             selection.ApplyTo(target);
         }
         if (this.m_ImporterEditors != null)
         {
             AssetImporterEditor[] importerEditors = this.m_ImporterEditors;
             for (int j = 0; j < importerEditors.Length; j++)
             {
                 AssetImporterEditor assetImporterEditor = importerEditors[j];
                 assetImporterEditor.m_SerializedObject.SetIsDifferentCacheDirty();
                 assetImporterEditor.m_SerializedObject.Update();
                 SerializedProperty iterator = new SerializedObject(this.m_Targets).GetIterator();
                 while (iterator.Next(true))
                 {
                     assetImporterEditor.m_SerializedObject.CopyFromSerializedPropertyIfDifferent(iterator);
                 }
             }
         }
     }
     InspectorWindow.RepaintAllInspectors();
 }
Пример #2
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection == null)
     {
         RevertValues();
     }
     else
     {
         Undo.RecordObjects(m_Targets, "Apply Preset " + selection.name);
         foreach (var target in m_Targets)
         {
             selection.ApplyTo(target);
         }
         if (m_ImporterEditors != null)
         {
             foreach (var importerEditor in m_ImporterEditors)
             {
                 importerEditor.m_SerializedObject.SetIsDifferentCacheDirty();
                 importerEditor.m_SerializedObject.Update();
                 var seria = new SerializedObject(m_Targets).GetIterator();
                 while (seria.Next(true))
                 {
                     importerEditor.m_SerializedObject.CopyFromSerializedPropertyIfDifferent(seria);
                 }
             }
         }
     }
     InspectorWindow.RepaintAllInspectors();
 }
 public void OnPreprocessAsset()
 {
     if (base.assetImporter.importSettingsMissing)
     {
         Preset defaultForObject = Preset.GetDefaultForObject(base.assetImporter);
         if (defaultForObject != null)
         {
             defaultForObject.ApplyTo(base.assetImporter);
         }
     }
 }
Пример #4
0
        void ApplyValues(Preset selection)
        {
            var targets = m_Targets.Where(t => t != null).ToArray();

            if (targets.Length == 0)
            {
                return;
            }

            Undo.RecordObjects(targets, "Apply Preset " + selection.name);
            foreach (var target in targets)
            {
                selection.ApplyTo(target);
            }
        }
Пример #5
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection == null)
     {
         RevertValues();
     }
     else
     {
         Undo.RecordObjects(m_Targets, "Apply Preset " + selection.name);
         foreach (var target in m_Targets)
         {
             selection.ApplyTo(target);
         }
     }
     InspectorWindow.RepaintAllInspectors();
 }
Пример #6
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection != null)
     {
         Undo.RecordObjects(m_Targets, "Apply Preset " + selection.name);
         foreach (var target in m_Targets)
         {
             selection.ApplyTo(target);
         }
     }
     else
     {
         Undo.RecordObjects(m_Targets, "Cancel Preset");
         for (int i = 0; i < m_Targets.Length; i++)
         {
             m_InitialValues[i].ApplyTo(m_Targets[i]);
         }
     }
 }
Пример #7
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection != null)
     {
         Undo.RecordObjects(this.m_Targets, "Apply Preset " + selection.name);
         UnityEngine.Object[] targets = this.m_Targets;
         for (int i = 0; i < targets.Length; i++)
         {
             UnityEngine.Object target = targets[i];
             selection.ApplyTo(target);
         }
     }
     else
     {
         Undo.RecordObjects(this.m_Targets, "Cancel Preset");
         for (int j = 0; j < this.m_Targets.Length; j++)
         {
             this.m_InitialValues[j].ApplyTo(this.m_Targets[j]);
         }
     }
 }
Пример #8
0
 public override void OnSelectionChanged(Preset selection)
 {
     if (selection == null)
     {
         RevertValues();
     }
     else
     {
         Undo.RecordObjects(m_Targets, "Apply Preset " + selection.name);
         foreach (var target in m_Targets)
         {
             selection.ApplyTo(target);
         }
         if (m_ImporterEditors != null)
         {
             m_ImporterSerialized.Update();
             ApplyPresetSerializedObjectToEditorOnes();
         }
     }
     InspectorWindow.RepaintAllInspectors();
 }