void OnEnable() { ReferenceUtil.Init(); dicTexts = ResLoadUnlit.LoadTextAsset(FmdFloder, ".md"); tabNames = new string[dicTexts.Count]; dicTexts.Keys.CopyTo(tabNames, 0); selectedTabID = EditorPrefs.GetInt("ShaderRef_SeletedIndex_csv", 0); FillMDList(selectedTabID); }
void OnEnable() { ReferenceUtil.Init(); dicTexts = new Dictionary <string, string>(); Skin = ResLoadUnlit.GetAssetInPackageByRelative <GUISkin>(SkinPath); dicTexts = ResLoadUnlit.LoadTextAsset(MdFloder, ".md"); tabNames = new string[dicTexts.Count]; dicTexts.Keys.CopyTo(tabNames, 0); selectedTabID = EditorPrefs.GetInt("ShaderRef_SeletedIndex_md", 0); FillMd(selectedTabID); }