[unity] Fixed Timeline scripts not automatically being recompiled when Timeline Package Support - Enable was selected. Closes #1326.

This commit is contained in:
Harald Csaszar 2019-05-02 18:50:58 +02:00
parent fd66bce31e
commit 25386671b1

View File

@ -1884,6 +1884,34 @@ namespace Spine.Unity.Editor {
#endif #endif
SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING); SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING);
SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE); SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE);
ReimportTimelineScripts();
}
internal static void ReimportTimelineScripts () {
// Note: unfortunately AssetDatabase::Refresh is not enough and
// ImportAsset on a dir does not have the desired effect.
List<string> searchStrings = new List<string>();
searchStrings.Add("SpineAnimationStateBehaviour t:script");
searchStrings.Add("SpineAnimationStateClip t:script");
searchStrings.Add("SpineAnimationStateMixerBehaviour t:script");
searchStrings.Add("SpineAnimationStateTrack t:script");
searchStrings.Add("SpineSkeletonFlipBehaviour t:script");
searchStrings.Add("SpineSkeletonFlipClip t:script");
searchStrings.Add("SpineSkeletonFlipMixerBehaviour t:script");
searchStrings.Add("SpineSkeletonFlipTrack t:script");
searchStrings.Add("SkeletonAnimationPlayableHandle t:script");
searchStrings.Add("SpinePlayableHandleBase t:script");
foreach (string searchString in searchStrings) {
string[] guids = AssetDatabase.FindAssets(searchString);
foreach (string guid in guids) {
string currentPath = AssetDatabase.GUIDToAssetPath(guid);
AssetDatabase.ImportAsset(currentPath, ImportAssetOptions.ForceUpdate);
}
}
} }
#endif #endif
} }