public override void OnDisable(bool compiling) { base.OnDisable(compiling); _tsWindow.OnDisable(); _propertyWindow.OnDisable(); UnityInternal.RemoveGlobalEventHandler(HandleInput); }
public override void OnDisable(bool compiling) { base.OnDisable(compiling); UnityInternal.RemoveGlobalEventHandler(GlobalInputHack); EditorApplication.hierarchyWindowChanged -= OnHierachyChange; if (_camera) { Object.DestroyImmediate(_camera.gameObject, true); } if (_text) { Object.DestroyImmediate(_text.gameObject, true); } /* causes internal unity error and a crash for some reason, so we just keep it in scene hidden instead * if (_light) * Object.DestroyImmediate(_light.gameObject, true);*/ _drawTileSetWindow.OnDisable(); }