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 m_gaiaManagerBiomePresets = new List(); public List m_gaiaManagerSpawnerSettings = new List(); public List m_exportTerrainSettings = new List(); 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 } } }