UnityEditor.AssetImporter.SaveAndReimport C# (CSharp) Méthode

SaveAndReimport() public méthode

Save asset importer settings if asset importer is dirty.

public SaveAndReimport ( ) : void
Résultat void
        public void SaveAndReimport()
        {
            AssetDatabase.ImportAsset(this.assetPath);
        }

Usage Example

Exemple #1
0
        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
        {
            FindOptionProperties(props);
            layerMaskMapProperty = FindProperty(kLayerMaskMap, props);
            layerCountProperty   = FindProperty(kLayerCount, props);

            m_MaterialEditor = materialEditor;

            m_MaterialEditor.serializedObject.Update();

            Material      material         = m_MaterialEditor.target as Material;
            AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID()));

            InitializeMaterialLayers(materialImporter);

            bool optionsChanged = false;

            EditorGUI.BeginChangeCheck();
            {
                ShaderOptionsGUI();
                EditorGUILayout.Space();
            }
            if (EditorGUI.EndChangeCheck())
            {
                optionsChanged = true;
            }

            bool layerChanged = LayersGUI(materialImporter);

            CheckLayerConsistency();

            if (layerChanged || optionsChanged)
            {
                SynchronizeInputOptions();

                foreach (var obj in m_MaterialEditor.targets)
                {
                    SetupMaterial((Material)obj);
                    SetupMaterialForLayers((Material)obj);
                }

                SaveMaterialLayers(materialImporter);
            }

            m_MaterialEditor.serializedObject.ApplyModifiedProperties();

            if (layerChanged)
            {
                materialImporter.SaveAndReimport();
            }
        }
All Usage Examples Of UnityEditor.AssetImporter::SaveAndReimport