示例#1
0
        public static bool CompileMenuValidate()
        {
            StructComponentsGenerator.Init();
            var isValid = Generator.IsValidToCompile();

            return(isValid);
        }
示例#2
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        private static void OnScriptsReloaded()
        {
            if (EditorApplication.isPlayingOrWillChangePlaymode == true)
            {
                return;
            }

            StructComponentsGenerator.Init();
            Generator.OnAfterAssemblyReload(false);
        }
        static StructComponentsGenerator()
        {
            AssemblyReloadEvents.afterAssemblyReload += StructComponentsGenerator.OnAfterAssemblyReload;

            if (StructComponentsGenerator.IsFirstLaunch() == true)
            {
                StructComponentsGenerator.SetFirstLaunch();
                StructComponentsGenerator.OnAfterAssemblyReload();
            }
        }
示例#4
0
        static StructComponentsGenerator()
        {
            AssemblyReloadEvents.afterAssemblyReload += StructComponentsGenerator.OnAfterAssemblyReload;
            UnityEditor.Compilation.CompilationPipeline.assemblyCompilationFinished += StructComponentsGenerator.AssemblyCompilationFinishedEventHandler;

            if (StructComponentsGenerator.IsFirstLaunch() == true)
            {
                StructComponentsGenerator.SetFirstLaunch();
                StructComponentsGenerator.OnAfterAssemblyReload();
            }
        }
示例#5
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 public static bool AutoGenerateValidateFunc()
 {
     StructComponentsGenerator.Init();
     return(Generator.AutoGenerateValidate());
 }
示例#6
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 public static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 {
     StructComponentsGenerator.Init();
     Generator.OnPostprocessAllAssetsGen(importedAssets, deletedAssets, movedAssets, movedFromAssetPaths);
 }
示例#7
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 public static void OnAfterAssemblyReload()
 {
     StructComponentsGenerator.Init();
     Generator.OnAfterAssemblyReload(false);
 }
示例#8
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 public static void CompileMenu()
 {
     StructComponentsGenerator.Init();
     Generator.Compile();
 }
示例#9
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 public static void AutoGenerate()
 {
     StructComponentsGenerator.Init();
     Generator.AutoGenerateCheck();
 }
示例#10
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 private static void OnScriptsReloaded()
 {
     StructComponentsGenerator.Init();
     Generator.OnAfterAssemblyReload(false);
 }