Merge pull request #17 from basstal/master

compatible with unity 2019
This commit is contained in:
Nakano Yosuke 2022-08-24 00:07:11 +09:00 committed by GitHub
commit 29e21dbbe2
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4 changed files with 16 additions and 0 deletions

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@ -29,7 +29,11 @@ namespace AsmdefHelper.CustomCreate.Editor {
"Packages/dev.n5y.asmdefhelper/AsmdefHelper/CustomCreate/Editor/AsmdefCustomCreateView.uxml"); "Packages/dev.n5y.asmdefhelper/AsmdefHelper/CustomCreate/Editor/AsmdefCustomCreateView.uxml");
} }
#if UNITY_2020_1_OR_NEWER
VisualElement labelFromUXML = visualTree.Instantiate(); VisualElement labelFromUXML = visualTree.Instantiate();
#else
VisualElement labelFromUXML = visualTree.CloneTree();
#endif
root.Add(labelFromUXML); root.Add(labelFromUXML);
// UI取得 // UI取得

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@ -40,7 +40,11 @@ namespace AsmdefHelper.CustomCreate.Editor {
"Packages/dev.n5y.asmdefhelper/AsmdefHelper/CustomCreate/Editor/AsmdefRenameView.uxml"); "Packages/dev.n5y.asmdefhelper/AsmdefHelper/CustomCreate/Editor/AsmdefRenameView.uxml");
} }
#if UNITY_2020_1_OR_NEWER
VisualElement labelFromUXML = visualTree.Instantiate(); VisualElement labelFromUXML = visualTree.Instantiate();
#else
VisualElement labelFromUXML = visualTree.CloneTree();
#endif
root.Add(labelFromUXML); root.Add(labelFromUXML);
// UI取得 // UI取得

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@ -33,7 +33,11 @@ namespace AsmdefHelper.DependencyGraph.Editor {
"Packages/dev.n5y.asmdefhelper/AsmdefHelper/DependencyGraph/Editor/AsmdefSelectionView/AsmdefSelectionView.uxml"); "Packages/dev.n5y.asmdefhelper/AsmdefHelper/DependencyGraph/Editor/AsmdefSelectionView/AsmdefSelectionView.uxml");
} }
#if UNITY_2020_1_OR_NEWER
VisualElement labelFromUXML = visualTree.Instantiate(); VisualElement labelFromUXML = visualTree.Instantiate();
#else
VisualElement labelFromUXML = visualTree.CloneTree();
#endif
root.Add(labelFromUXML); root.Add(labelFromUXML);
} }

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@ -17,7 +17,11 @@ namespace AsmdefHelper.UnityInternal {
public void AllApply() { public void AllApply() {
foreach (var editor in inspectorWindow.tracker.activeEditors) { foreach (var editor in inspectorWindow.tracker.activeEditors) {
#if UNITY_2021_1_OR_NEWER
var assetImporterEditor = editor as UnityEditor.AssetImporters.AssetImporterEditor; var assetImporterEditor = editor as UnityEditor.AssetImporters.AssetImporterEditor;
#else
var assetImporterEditor = editor as UnityEditor.Experimental.AssetImporters.AssetImporterEditor;
#endif
if (assetImporterEditor != null && assetImporterEditor.HasModified()) { if (assetImporterEditor != null && assetImporterEditor.HasModified()) {
assetImporterEditor.ApplyAndImport(); assetImporterEditor.ApplyAndImport();