BITFALL/Assets/GSpawn - Level Designer/Scripts/PluginAssetPostProcessor.cs

22 lines
1.4 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
namespace GSpawn
{
public class PluginAssetPostProcessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, bool didDomainReload)
{
if (IntPatternDb.exists) IntPatternDb.instance.onPostProcessAllAssets();
if (GridSettingsProfileDb.exists) GridSettingsProfileDb.instance.onPostProcessAllAssets();
if (SegmentsObjectSpawnSettingsProfileDb.exists) SegmentsObjectSpawnSettingsProfileDb.instance.onPostProcessAllAssets();
if (IntRangePrefabProfileDb.exists) IntRangePrefabProfileDb.instance.onPostProcessAllAssets();
if (RandomPrefabProfileDb.exists) RandomPrefabProfileDb.instance.onPostProcessAllAssets();
if (ScatterBrushPrefabProfileDb.exists) ScatterBrushPrefabProfileDb.instance.onPostProcessAllAssets();
if (CurvePrefabProfileDb.exists) CurvePrefabProfileDb.instance.onPostProcessAllAssets();
if (PrefabLibProfileDb.exists) PrefabLibProfileDb.instance.onPostProcessAllAssets();
if (ShortcutProfileDb.exists) ShortcutProfileDb.instance.onPostProcessAllAssets();
}
}
}
#endif