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48 lines
1.6 KiB
C#

3 years ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Gaia
{
public enum SortBiomesBy { Name, OrderNumber }
public class UserFiles : ScriptableObject
{
public bool m_autoAddNewFiles = true;
public bool m_updateFilesWithGaiaUpdate = true;
public SortBiomesBy m_sortBiomesBy = SortBiomesBy.Name;
public List<BiomePreset> m_gaiaManagerBiomePresets = new List<BiomePreset>();
public List<SpawnerSettings> m_gaiaManagerSpawnerSettings = new List<SpawnerSettings>();
public List<ExportTerrainSettings> m_exportTerrainSettings = new List<ExportTerrainSettings>();
public void PruneNonExisting()
{
#if UNITY_EDITOR
for (int i = m_gaiaManagerBiomePresets.Count - 1; i >= 0; i--)
{
if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_gaiaManagerBiomePresets[i])))
{
m_gaiaManagerBiomePresets.RemoveAt(i);
}
}
for (int i = m_gaiaManagerSpawnerSettings.Count - 1; i >= 0; i--)
{
if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_gaiaManagerSpawnerSettings[i])))
{
m_gaiaManagerSpawnerSettings.RemoveAt(i);
}
}
for (int i = m_exportTerrainSettings.Count - 1; i >= 0; i--)
{
if (String.IsNullOrEmpty(AssetDatabase.GetAssetPath(m_exportTerrainSettings[i])))
{
m_exportTerrainSettings.RemoveAt(i);
}
}
#endif
}
}
}