9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
138 lines
3.4 KiB
C#
138 lines
3.4 KiB
C#
using System.IO;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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using Codice.Client.BaseCommands;
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using Codice.Client.Common;
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namespace Unity.PlasticSCM.Editor.AssetUtils
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{
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internal static class SaveAssets
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{
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internal static void ForChangesWithConfirmation(
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List<ChangeInfo> changes,
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out bool isCancelled)
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{
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ForPaths(
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GetPaths(changes), true,
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out isCancelled);
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}
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internal static void ForPathsWithConfirmation(
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List<string> paths,
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out bool isCancelled)
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{
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ForPaths(
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paths, true,
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out isCancelled);
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}
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internal static void ForChangesWithoutConfirmation(
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List<ChangeInfo> changes)
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{
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bool isCancelled;
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ForPaths(
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GetPaths(changes), false,
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out isCancelled);
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}
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internal static void ForPathsWithoutConfirmation(
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List<string> paths)
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{
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bool isCancelled;
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ForPaths(
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paths, false,
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out isCancelled);
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}
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static void ForPaths(
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List<string> paths,
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bool askForUserConfirmation,
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out bool isCancelled)
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{
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SaveDirtyScenes(
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paths,
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askForUserConfirmation,
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out isCancelled);
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if (isCancelled)
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return;
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AssetDatabase.SaveAssets();
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}
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static void SaveDirtyScenes(
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List<string> paths,
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bool askForUserConfirmation,
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out bool isCancelled)
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{
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isCancelled = false;
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List<Scene> scenesToSave = new List<Scene>();
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foreach (Scene dirtyScene in GetDirtyScenes())
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{
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if (Contains(paths, dirtyScene))
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scenesToSave.Add(dirtyScene);
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}
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if (scenesToSave.Count == 0)
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return;
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if (askForUserConfirmation)
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{
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isCancelled = !EditorSceneManager.
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SaveModifiedScenesIfUserWantsTo(
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scenesToSave.ToArray());
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return;
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}
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EditorSceneManager.SaveScenes(
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scenesToSave.ToArray());
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}
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static List<Scene> GetDirtyScenes()
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{
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List<Scene> dirtyScenes = new List<Scene>();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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Scene scene = SceneManager.GetSceneAt(i);
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if (!scene.isDirty)
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continue;
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dirtyScenes.Add(scene);
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}
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return dirtyScenes;
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}
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static bool Contains(
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List<string> paths,
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Scene scene)
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{
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foreach (string path in paths)
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{
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if (PathHelper.IsSamePath(
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path,
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Path.GetFullPath(scene.path)))
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return true;
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}
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return false;
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}
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static List<string> GetPaths(List<ChangeInfo> changeInfos)
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{
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List<string> result = new List<string>();
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foreach (ChangeInfo change in changeInfos)
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result.Add(change.GetFullPath());
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return result;
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}
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}
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}
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