internal static void CreateCache() { _cache = CreateInstance <FR2_Cache>(); AssetDatabase.CreateAsset(_cache, DEFAULT_CACHE_PATH); EditorUtility.SetDirty(_cache); AssetDatabase.SaveAssets(); FoundCache(true, true); _cache.Check4Changes(!EditorApplication.isPlaying, true); }
private static void FoundCache(bool savePrefs, bool writeFile) { var elapseTime = FR2_Unity.Epoch(DateTime.Now) - _cache.timeStamp; _cache.Check4Changes(!EditorApplication.isPlaying, elapseTime > FORCE_REFRESH_DURATION); _cachePath = AssetDatabase.GetAssetPath(_cache); _cacheGUID = AssetDatabase.AssetPathToGUID(_cachePath); if (savePrefs) { EditorPrefs.SetString("fr2_cache.guid", _cacheGUID); } if (writeFile) { File.WriteAllText("Library/fr2_cache.guid", _cacheGUID); } }