示例#1
0
    static void Update()
    {
        var timeStarted = Time.realtimeSinceStartup;

        if (_defaultSettings == null)
        {
            _defaultSettings = ES3Settings.GetDefaultSettings();
        }

        if (_defaultSettings.addMgrToSceneAutomatically && _refMgr == null)
        {
            AddManagerToScene();
        }

        /* Ensure that the following code is always last in the Update() routine */

        if (_defaultSettings.autoUpdateReferences && _refMgr != null)
        {
            while (changedSinceLastSave.Count > 0 && !EditorApplication.isPlayingOrWillChangePlaymode)
            {
                if (Time.realtimeSinceStartup - timeStarted > 0.02f)
                {
                    return;
                }
                _refMgr.AddDependencies(new UnityEngine.Object[] { changedSinceLastSave.Dequeue() });
            }
        }
    }
示例#2
0
        public void Init()
        {
#if UNITY_2018_3_OR_NEWER
            defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath(ES3EditorUtility.PathToDefaultSettings());
            editorSettings    = defaultSettingsGo.GetComponent <ES3DefaultSettings>();
#else
            editorSettings = ES3Settings.GetDefaultSettings();
#endif

            settings = editorSettings.settings;
            so       = new SerializedObject(editorSettings);
            var settingsProperty = so.FindProperty("settings");
            assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames");
        }
示例#3
0
        public void Init()
        {
                        #if UNITY_2018_3_OR_NEWER
            defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Plugins/Easy Save 3/Resources/ES3/ES3 Default Settings.prefab");
            editorSettings    = defaultSettingsGo.GetComponent <ES3DefaultSettings>();
                        #else
            editorSettings = ES3Settings.GetDefaultSettings();
                        #endif

            settings = editorSettings.settings;
            so       = new SerializedObject(editorSettings);
            var settingsProperty = so.FindProperty("settings");
            assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames");


                        #if UNITY_2018_3_OR_NEWER
            PrefabUtility.SavePrefabAsset(defaultSettingsGo);
                        #endif
        }