static void LoadPrefs() { prefs = AssetDatabase.LoadAssetAtPath <AutosavePrefs>("Assets/Autosave/autosaveprefs.asset"); if (prefs == null) { prefs = CreateInstance <AutosavePrefs>(); AssetDatabase.CreateAsset(prefs, "Assets/Autosave/autosaveprefs.asset"); } //Debug.Log(prefs.interval); autoSaveEnabled = prefs.enable; saveInterval = prefs.interval; saveOnPlay = prefs.onPlay; logSaves = prefs.log; }
static void SavePrefs() { if (prefs == null) { prefs = CreateInstance <AutosavePrefs>(); AssetDatabase.CreateAsset(prefs, "Assets/Autosave/autosaveprefs.asset"); } prefs.enable = autoSaveEnabled; prefs.interval = saveInterval; prefs.onPlay = saveOnPlay; prefs.log = logSaves; EditorUtility.SetDirty(prefs); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
private static void OnEnable() { if (!AssetDatabase.IsValidFolder("Assets/Autosave")) { AssetDatabase.CreateFolder("Assets", "Autosave"); } if (prefs == null) { prefs = CreateInstance <AutosavePrefs>(); SavePrefs(); } LoadPrefs(); EditorApplication.playModeStateChanged += OnPlayModeToggle; if (saveRoutine == null) { saveRoutine = EditorCoroutineUtility.StartCoroutineOwnerless(SaveOpenScenesCoroutine()); } }
static void Init() { windowInstance = (Autosave)EditorWindow.GetWindow(typeof(Autosave)); windowInstance.Show(); prefs = AssetDatabase.LoadAssetAtPath <AutosavePrefs>("Assets/Autosave/Resources/autosaveprefs.asset"); }