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[unity] Fixed Timeline scripts not automatically being recompiled when Timeline Package Support - Enable was selected. Closes #1326.
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@ -1884,6 +1884,34 @@ namespace Spine.Unity.Editor {
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#endif
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#endif
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SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING);
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SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING);
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SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE);
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SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE);
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ReimportTimelineScripts();
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}
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internal static void ReimportTimelineScripts () {
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// Note: unfortunately AssetDatabase::Refresh is not enough and
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// ImportAsset on a dir does not have the desired effect.
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List<string> searchStrings = new List<string>();
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searchStrings.Add("SpineAnimationStateBehaviour t:script");
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searchStrings.Add("SpineAnimationStateClip t:script");
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searchStrings.Add("SpineAnimationStateMixerBehaviour t:script");
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searchStrings.Add("SpineAnimationStateTrack t:script");
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searchStrings.Add("SpineSkeletonFlipBehaviour t:script");
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searchStrings.Add("SpineSkeletonFlipClip t:script");
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searchStrings.Add("SpineSkeletonFlipMixerBehaviour t:script");
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searchStrings.Add("SpineSkeletonFlipTrack t:script");
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searchStrings.Add("SkeletonAnimationPlayableHandle t:script");
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searchStrings.Add("SpinePlayableHandleBase t:script");
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foreach (string searchString in searchStrings) {
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string[] guids = AssetDatabase.FindAssets(searchString);
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foreach (string guid in guids) {
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string currentPath = AssetDatabase.GUIDToAssetPath(guid);
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AssetDatabase.ImportAsset(currentPath, ImportAssetOptions.ForceUpdate);
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}
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}
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}
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}
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#endif
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#endif
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}
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}
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