public static Submit ( |
||
changeset | The changeset to submit. | |
list | AssetList | The list of assets to submit. |
description | string | The description of the changeset. |
saveOnly | bool | If true then only save the changeset to be submitted later. |
return |
private void Save(bool submit) { if (this.description.Trim() == string.Empty) { Debug.LogError("Version control: Please enter a valid change description"); return; } EditorApplication.SaveAssets(); this.taskSubmit = Provider.Submit(this.changeSet, this.assetList, this.description, !submit); this.submitResultCode = 0; this.submitErrorMessage = null; this.taskSubmit.SetCompletionAction(CompletionAction.OnSubmittedChangeWindow); }
private void Save(bool submit) { if (this.description.Trim() == "") { Debug.LogError("Version control: Please enter a valid change description"); } else { AssetDatabase.SaveAssets(); this.taskSubmit = Provider.Submit(this.changeSet, this.assetList, this.description, !submit); this.submitResultCode = 0; this.submitErrorMessage = null; this.taskSubmit.SetCompletionAction(CompletionAction.OnSubmittedChangeWindow); } }
void Save(bool submit) { if (description.Trim() == c_defaultDescription) { Debug.LogError("Version control: Please enter a valid change description"); return; } UnityEditor.AssetDatabase.SaveAssets(); // Submit the change list. Last parameter is "save only" so invert the submit flag taskSubmit = Provider.Submit(changeSet, assetList, description, !submit); submitResultCode = kSubmitRunningResultCode; submitErrorMessage = null; taskSubmit.SetCompletionAction(CompletionAction.OnSubmittedChangeWindow); // TODO: make it CompletionAction.OnChangeSetsPendingWindow }