[unity] Fixed activating and deactivating asmdef files for 2D Toolkit.

This commit is contained in:
Harald Csaszar 2019-08-23 14:00:41 +02:00
parent dabe0456bc
commit f45e13b40d

View File

@ -150,11 +150,11 @@ namespace Spine.Unity.Editor {
internal static void SetAsmdefFileActive (string filename, bool setActive) {
string typeSearchString = setActive ? " t:TextAsset" : " t:AssemblyDefinitionAsset";
string extensionBeforeChange = setActive ? "txt" : "asmdef";
string extensionBeforeChange = setActive ? ".txt" : ".asmdef";
string[] guids = AssetDatabase.FindAssets(filename + typeSearchString);
foreach (string guid in guids) {
string currentPath = AssetDatabase.GUIDToAssetPath(guid);
if (!System.IO.Path.HasExtension(extensionBeforeChange)) // asmdef is also found as t:TextAsset, so check
if (System.IO.Path.GetExtension(currentPath) != extensionBeforeChange) // asmdef is also found as t:TextAsset, so check
continue;
string targetPath = System.IO.Path.ChangeExtension(currentPath, setActive ? "asmdef" : "txt");