static ProjectAssetsWatcher()
        {
            QuickAssetWatcher watcher = QuickAssetWatcher.Observe();

            watcher.OnAssetCreated.AddListener(asset =>
            {
                Debug.Log("<color=cyan>Created</color> asset {0} of type {1}", asset.Name, asset.Type);
            });

            watcher.OnAssetDeleted.AddListener(asset =>
            {
                Debug.Log("<color=red>Deleted</color> asset {0} of type {1}", asset.Name, asset.Type);
            });

            watcher.OnAssetModified.AddListener(asset =>
            {
                Debug.Log("<color=orange>Modified</color> asset {0} of type {1}", asset.Name, asset.Type);
            });

            watcher.OnAssetMoved.AddListener((before, after) =>
            {
                Debug.Log("<color=blue>Moved</color> asset {0} from {1} to {2}", before.Name, before.DirectoryName, after.DirectoryName);
            });

            watcher.OnAssetRenamed.AddListener((before, after) =>
            {
                Debug.Log("<color=magenta>Renamed</color> asset from {0} to {1}", before.Name, after.Name);
            });
        }
        /// <summary>
        /// Watch for changes to the given asset type flags in the given path, and optionally recursing subdirectories.
        /// If no path is specified, the entire Assets folder will be used.
        /// If no asset type is specified, all asset types will be observed.
        /// </summary>
        public static QuickAssetWatcher Observe(string path = "", UnityAssetType assetType = UnityAssetType.None, bool recurseSubdirectories = true)
        {
            QuickAssetWatcher w = new QuickAssetWatcher(path, assetType, recurseSubdirectories);

            allWatchers.Add(w);
            return(w);
        }
示例#3
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        static UnityScripsCompileWatcher()
        {
            QuickUnityEditorEventWatcher projectEditorEventWatcher = QuickUnityEditorEventWatcher.Observe();

            projectEditorEventWatcher.onUpdate.AddListener(onUpdate);

            QuickAssetWatcher watcher = QuickAssetWatcher.Observe();

            watcher.onAssetCreated.AddListener(onAssetHandle);
            watcher.onAssetModified.AddListener(onAssetHandle);
        }
        static ProjectAssetsWatcher()
        {
            QuickUnityEditorEventWatcher editorEventWatcher = QuickUnityEditorEventWatcher.Observe();

            editorEventWatcher.BuildTarget.onActiveBuildTargetChanged.AddListener(target =>
            {
                UnityEngine.Debug.Log("当前平台为: " + target);
            });

            // Observe the entire assets folder for changes
            var watcher = QuickAssetWatcher.Observe();

            watcher.onAssetCreated.AddListener(asset =>
            {
                Debug.Log(string.Format(LOG_FORMAT, LOG_TAG, " <color=cyan>Created</color> asset '" + asset.Name + "' of type " + asset.Type));
            });

            watcher.onAssetDeleted.AddListener(asset =>
            {
                Debug.Log(string.Format(LOG_FORMAT, LOG_TAG, " <color=red>Deleted</color> asset '" + asset.Name + "' of type " + asset.Type));
            });

            watcher.onAssetModified.AddListener(asset =>
            {
                Debug.Log(string.Format(LOG_FORMAT, LOG_TAG, " <color=orange>Modified</color> asset '" + asset.Name + "' of type " + asset.Type));
            });

            watcher.onAssetMoved.AddListener((before, after) =>
            {
                Debug.Log(string.Format(LOG_FORMAT, LOG_TAG, " <color=blue>Moved</color> asset '" + before.Name + "' from '" + before.DirectoryName + "' to '" + after.DirectoryName + "'"));
            });

            watcher.onAssetRenamed.AddListener((before, after) =>
            {
                Debug.Log(string.Format(LOG_FORMAT, LOG_TAG, " <color=magenta>Renamed</color> asset from '" + before.Name + "' to '" + after.Name + "'"));
            });
        }
 /// <summary>
 /// Disable the specified watcher.
 /// </summary>
 private static void RemoveWatcher(QuickAssetWatcher watcher)
 {
     allWatchers.Remove(watcher);
 }