Firstborn/Library/PackageCache/com.unity.collab-proxy@2.0.3/Editor/PlasticSCM/SceneView/DrawSceneOperations.cs
Schaken-Mods 9092858a58 updated to the latest editor
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!
2023-05-07 17:43:11 -05:00

73 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEditor.VersionControl;
using Unity.PlasticSCM.Editor.AssetUtils;
using Unity.PlasticSCM.Editor.AssetsOverlays.Cache;
using Unity.PlasticSCM.Editor.AssetMenu;
using Unity.PlasticSCM.Editor.AssetUtils.Processor;
namespace Unity.PlasticSCM.Editor.SceneView
{
static class DrawSceneOperations
{
internal static void Enable(
string wkPath,
WorkspaceOperationsMonitor workspaceOperationsMonitor,
IAssetStatusCache assetStatusCache)
{
if (mIsEnabled)
return;
mWkPath = wkPath;
mWorkspaceOperationsMonitor = workspaceOperationsMonitor;
mAssetStatusCache = assetStatusCache;
mIsEnabled = true;
Provider.preCheckoutCallback += Provider_preCheckoutCallback;
}
internal static void Disable()
{
mIsEnabled = false;
Provider.preCheckoutCallback -= Provider_preCheckoutCallback;
mWkPath = null;
mWorkspaceOperationsMonitor = null;
mAssetStatusCache = null;
}
static bool Provider_preCheckoutCallback(
AssetList list,
ref string changesetID,
ref string changesetDescription)
{
if (!mIsEnabled)
return true;
if (!FindWorkspace.HasWorkspace(ApplicationDataPath.Get()))
{
Disable();
return true;
}
List<string> selectedPaths = GetSelectedPaths.ForOperation(
mWkPath, list, mAssetStatusCache,
AssetMenuOperations.Checkout);
if (selectedPaths.Count == 0)
return true;
mWorkspaceOperationsMonitor.AddPathsToCheckout(selectedPaths);
return true;
}
static bool mIsEnabled;
static IAssetStatusCache mAssetStatusCache;
static WorkspaceOperationsMonitor mWorkspaceOperationsMonitor;
static string mWkPath;
}
}