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