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authorchai <chaifix@163.com>2020-10-23 13:08:43 +0800
committerchai <chaifix@163.com>2020-10-23 13:08:43 +0800
commitb82da95b5181ac8bbae38efb13e950d5e88a4caa (patch)
tree48a6f3269276484bbc7cfc95f0651f40a2176aa1 /Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs
parent917e9e0b320775634dc2e710f7deac74fd0822f0 (diff)
*移动amplify shader editor到third party目录
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs')
-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs37
1 files changed, 0 insertions, 37 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs
deleted file mode 100644
index 56e24518..00000000
--- a/Assets/AmplifyShaderEditor/Plugins/Editor/Menu/SceneSaveCallback.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-// Amplify Shader Editor - Visual Shader Editing Tool
-// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
-
-namespace AmplifyShaderEditor
-{
- // Catch when scene is saved (Ctr+S) and also save ase shader
- public class SceneSaveCallback : UnityEditor.AssetModificationProcessor
- {
- private const string UnityStr = ".unity";
-
- static string[] OnWillSaveAssets( string[] paths )
- {
- bool canSave = false;
-
- if ( paths.Length == 0 )
- {
- canSave = true;
- }
- else
- {
- for ( int i = 0; i < paths.Length; i++ )
- {
- // Only save shader when saving scenes
- if ( !string.IsNullOrEmpty( paths[ i ] ) && paths[ i ].Contains( UnityStr ) )
- {
- canSave = true;
- break;
- }
- }
- }
- if ( canSave && UIUtils.CurrentWindow )
- UIUtils.CurrentWindow.SetCtrlSCallback( false );
-
- return paths;
- }
- }
-}