Closed ssideleau closed 5 years ago
Add the possibility to execute code when the prefab is saved.
This is my first PR to this project so any edits / commentary is more than welcome.
I used this to create scenes with my prefab in it. Ex:
[Tiled2Unity.CustomTiledImporter] class CustomPrefabSaved : Tiled2Unity.ICustomAfterSave { public void HandlePrefabSaved(UnityEngine.Object prefab, string prefabName) { UnityEngine.SceneManagement.Scene scene = UnityEditor.SceneManagement.EditorSceneManager.GetSceneByName(prefabName); if (!scene.IsValid()) { UnityEngine.SceneManagement.Scene newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.EmptyScene, UnityEditor.SceneManagement.NewSceneMode.Additive); UnityEditor.SceneManagement.EditorSceneManager.SetActiveScene(newScene); UnityEditor.PrefabUtility.InstantiatePrefab(prefab, newScene); UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, "Assets/Scenes/Maps/" + prefabName + ".unity"); } } }
Add the possibility to execute code when the prefab is saved.
This is my first PR to this project so any edits / commentary is more than welcome.
I used this to create scenes with my prefab in it. Ex: