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FMODUnity.EventReferenceUpdater Class Reference

Classes

class  Asset
 
class  Component
 
class  Icons
 
struct  SearchProgress
 
class  Styles
 
class  Task
 
class  TaskView
 

Static Public Member Functions

static void ShowWindow ()
 
static bool IsUpToDate ()
 

Static Public Attributes

const string MenuPath = "FMOD/Update Event References"
 

Properties

bool IsProcessing [get]
 

Private Types

enum  AssetType {
  Scene , Prefab , PrefabModel , PrefabVariant ,
  ScriptableObject
}
 
enum  EnableState { Enabled , Disabled , Mixed }
 
enum  SavePolicy { AskToSave , AutoSave }
 

Private Member Functions

string ExecuteButtonText ()
 
void BeginSearching ()
 
void StopProcessing (bool isComplete)
 
void BeginExecuting ()
 
void Cancel ()
 
IEnumerator< string > SearchProject ()
 
IEnumerable< string > SearchPrefabs (string[] guids)
 
IEnumerable< string > SearchScriptableObjects (string[] guids)
 
IEnumerable< string > SearchScenes (string[] guids)
 
IEnumerable< TaskSearchGameObject (GameObject gameObject, GameObject root)
 
IEnumerator< string > ExecuteTasks (Task[] tasks)
 
void ExecuteTask (Task task, SavePolicy savePolicy)
 
void ExecuteScriptableObjectTask (Task task, SavePolicy savePolicy)
 
void ExecuteGameObjectTask (Task task, SavePolicy savePolicy)
 
GameObject LoadTargetGameObject (Task task, SavePolicy savePolicy)
 
int AddAsset (AssetType type, string path)
 
int AddComponent (MonoBehaviour behaviour, GameObject root)
 
int AddComponent (ScriptableObject scriptableObject)
 
void UpdateExecutableTaskCount ()
 
void AddTask (Task task)
 
void UpdateProcessing ()
 
void OnEnable ()
 
void OnDisable ()
 
void OnTaskSelected (Task task)
 
void OnTaskDoubleClicked (Task task)
 
void OnTaskEnableStateChanged (Task task)
 
void UpdateAssetEnableState (int assetIndex)
 
void ApplyAssetEnableStateToTasks (Asset asset)
 
void SetStatus (string text)
 
void OnGUI ()
 

Static Private Member Functions

static IEnumerable< TaskGetUpdateTasks (UnityEngine.Object target)
 
static IEnumerable< TaskGetEmitterUpdateTasks (StudioEventEmitter emitter)
 
static Task GetUpdateEventReferenceTask (EventReference eventReference, string fieldName, string subObjectPath=null)
 
static bool IsEventRef (FieldInfo field)
 
static T GetCustomAttribute< T > (FieldInfo field)
 
static IEnumerable< TaskGetGenericUpdateTasks (object target, string subObjectPath=null, IEnumerable< object > parents=null)
 
static bool IsPrefab (AssetType type)
 
static AssetType GetAssetType (GameObject gameObject)
 
static string FieldPath (string subObjectPath, string fieldName)
 
static string FieldPath (string subObjectPath, string fieldName, int index)
 
static object FindSubObject (object o, string path)
 
static void DrawProgressBar (string label, SearchProgress progress)
 
static void DrawSelectableLabel (string text, GUIStyle style)
 

Private Attributes

readonly string[] SearchFolders
 
SceneSetup[] sceneSetup
 
IEnumerator< string > processingState
 
SearchProgress prefabProgress
 
SearchProgress sceneProgress
 
SearchProgress scriptableObjectProgress
 
List< Assetassets = new List<Asset>()
 
List< Componentcomponents = new List<Component>()
 
List< Tasktasks = new List<Task>()
 
int executableTaskCount = 0
 
TreeViewState taskViewState = new TreeViewState()
 
TaskView taskView
 
GUIContent status = GUIContent.none
 
Task selectedTask
 
Vector2 manualDescriptionScrollPosition
 

Static Private Attributes

const string SearchButtonText = "Scan"
 
const int EventReferenceTransitionVersion = 0x00020200
 
const BindingFlags DefaultBindingFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance
 
static readonly string HelpText
 
static GUIContent AssetContent = new GUIContent("Asset")
 
static GUIContent ComponentTypeContent = new GUIContent("Component Type")
 
static GUIContent GameObjectContent = new GUIContent("Game Object")
 
static readonly Assembly SystemAssembly = typeof(object).Assembly
 

Member Enumeration Documentation

◆ AssetType

Enumerator
Scene 
Prefab 
PrefabModel 
PrefabVariant 
ScriptableObject 

◆ EnableState

Enumerator
Enabled 
Disabled 
Mixed 

◆ SavePolicy

Enumerator
AskToSave 
AutoSave 

Member Function Documentation

◆ AddAsset()

int FMODUnity.EventReferenceUpdater.AddAsset ( AssetType type,
string path )
private

◆ AddComponent() [1/2]

int FMODUnity.EventReferenceUpdater.AddComponent ( MonoBehaviour behaviour,
GameObject root )
private

◆ AddComponent() [2/2]

int FMODUnity.EventReferenceUpdater.AddComponent ( ScriptableObject scriptableObject)
private

◆ AddTask()

void FMODUnity.EventReferenceUpdater.AddTask ( Task task)
private

◆ ApplyAssetEnableStateToTasks()

void FMODUnity.EventReferenceUpdater.ApplyAssetEnableStateToTasks ( Asset asset)
private

◆ BeginExecuting()

void FMODUnity.EventReferenceUpdater.BeginExecuting ( )
private

◆ BeginSearching()

void FMODUnity.EventReferenceUpdater.BeginSearching ( )
private

◆ Cancel()

void FMODUnity.EventReferenceUpdater.Cancel ( )
private

◆ DrawProgressBar()

static void FMODUnity.EventReferenceUpdater.DrawProgressBar ( string label,
SearchProgress progress )
staticprivate

◆ DrawSelectableLabel()

static void FMODUnity.EventReferenceUpdater.DrawSelectableLabel ( string text,
GUIStyle style )
staticprivate

◆ ExecuteButtonText()

string FMODUnity.EventReferenceUpdater.ExecuteButtonText ( )
private

◆ ExecuteGameObjectTask()

void FMODUnity.EventReferenceUpdater.ExecuteGameObjectTask ( Task task,
SavePolicy savePolicy )
private

◆ ExecuteScriptableObjectTask()

void FMODUnity.EventReferenceUpdater.ExecuteScriptableObjectTask ( Task task,
SavePolicy savePolicy )
private

◆ ExecuteTask()

void FMODUnity.EventReferenceUpdater.ExecuteTask ( Task task,
SavePolicy savePolicy )
private

◆ ExecuteTasks()

IEnumerator< string > FMODUnity.EventReferenceUpdater.ExecuteTasks ( Task[] tasks)
private

◆ FieldPath() [1/2]

static string FMODUnity.EventReferenceUpdater.FieldPath ( string subObjectPath,
string fieldName )
staticprivate

◆ FieldPath() [2/2]

static string FMODUnity.EventReferenceUpdater.FieldPath ( string subObjectPath,
string fieldName,
int index )
staticprivate

◆ FindSubObject()

static object FMODUnity.EventReferenceUpdater.FindSubObject ( object o,
string path )
staticprivate

◆ GetAssetType()

static AssetType FMODUnity.EventReferenceUpdater.GetAssetType ( GameObject gameObject)
staticprivate

◆ GetCustomAttribute< T >()

static T FMODUnity.EventReferenceUpdater.GetCustomAttribute< T > ( FieldInfo field)
staticprivate
Type Constraints
T :Attribute 

◆ GetEmitterUpdateTasks()

static IEnumerable< Task > FMODUnity.EventReferenceUpdater.GetEmitterUpdateTasks ( StudioEventEmitter emitter)
staticprivate

◆ GetGenericUpdateTasks()

static IEnumerable< Task > FMODUnity.EventReferenceUpdater.GetGenericUpdateTasks ( object target,
string subObjectPath = null,
IEnumerable< object > parents = null )
staticprivate

◆ GetUpdateEventReferenceTask()

static Task FMODUnity.EventReferenceUpdater.GetUpdateEventReferenceTask ( EventReference eventReference,
string fieldName,
string subObjectPath = null )
staticprivate

◆ GetUpdateTasks()

static IEnumerable< Task > FMODUnity.EventReferenceUpdater.GetUpdateTasks ( UnityEngine.Object target)
staticprivate

◆ IsEventRef()

static bool FMODUnity.EventReferenceUpdater.IsEventRef ( FieldInfo field)
staticprivate

◆ IsPrefab()

static bool FMODUnity.EventReferenceUpdater.IsPrefab ( AssetType type)
staticprivate

◆ IsUpToDate()

static bool FMODUnity.EventReferenceUpdater.IsUpToDate ( )
static

◆ LoadTargetGameObject()

GameObject FMODUnity.EventReferenceUpdater.LoadTargetGameObject ( Task task,
SavePolicy savePolicy )
private

◆ OnDisable()

void FMODUnity.EventReferenceUpdater.OnDisable ( )
private

◆ OnEnable()

void FMODUnity.EventReferenceUpdater.OnEnable ( )
private

◆ OnGUI()

void FMODUnity.EventReferenceUpdater.OnGUI ( )
private

◆ OnTaskDoubleClicked()

void FMODUnity.EventReferenceUpdater.OnTaskDoubleClicked ( Task task)
private

◆ OnTaskEnableStateChanged()

void FMODUnity.EventReferenceUpdater.OnTaskEnableStateChanged ( Task task)
private

◆ OnTaskSelected()

void FMODUnity.EventReferenceUpdater.OnTaskSelected ( Task task)
private

◆ SearchGameObject()

IEnumerable< Task > FMODUnity.EventReferenceUpdater.SearchGameObject ( GameObject gameObject,
GameObject root )
private

◆ SearchPrefabs()

IEnumerable< string > FMODUnity.EventReferenceUpdater.SearchPrefabs ( string[] guids)
private

◆ SearchProject()

IEnumerator< string > FMODUnity.EventReferenceUpdater.SearchProject ( )
private

◆ SearchScenes()

IEnumerable< string > FMODUnity.EventReferenceUpdater.SearchScenes ( string[] guids)
private

◆ SearchScriptableObjects()

IEnumerable< string > FMODUnity.EventReferenceUpdater.SearchScriptableObjects ( string[] guids)
private

◆ SetStatus()

void FMODUnity.EventReferenceUpdater.SetStatus ( string text)
private

◆ ShowWindow()

static void FMODUnity.EventReferenceUpdater.ShowWindow ( )
static

◆ StopProcessing()

void FMODUnity.EventReferenceUpdater.StopProcessing ( bool isComplete)
private

◆ UpdateAssetEnableState()

void FMODUnity.EventReferenceUpdater.UpdateAssetEnableState ( int assetIndex)
private

◆ UpdateExecutableTaskCount()

void FMODUnity.EventReferenceUpdater.UpdateExecutableTaskCount ( )
private

◆ UpdateProcessing()

void FMODUnity.EventReferenceUpdater.UpdateProcessing ( )
private

Member Data Documentation

◆ AssetContent

GUIContent FMODUnity.EventReferenceUpdater.AssetContent = new GUIContent("Asset")
staticprivate

◆ assets

List<Asset> FMODUnity.EventReferenceUpdater.assets = new List<Asset>()
private

◆ components

List<Component> FMODUnity.EventReferenceUpdater.components = new List<Component>()
private

◆ ComponentTypeContent

GUIContent FMODUnity.EventReferenceUpdater.ComponentTypeContent = new GUIContent("Component Type")
staticprivate

◆ DefaultBindingFlags

const BindingFlags FMODUnity.EventReferenceUpdater.DefaultBindingFlags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance
staticprivate

◆ EventReferenceTransitionVersion

const int FMODUnity.EventReferenceUpdater.EventReferenceTransitionVersion = 0x00020200
staticprivate

◆ executableTaskCount

int FMODUnity.EventReferenceUpdater.executableTaskCount = 0
private

◆ GameObjectContent

GUIContent FMODUnity.EventReferenceUpdater.GameObjectContent = new GUIContent("Game Object")
staticprivate

◆ HelpText

readonly string FMODUnity.EventReferenceUpdater.HelpText
staticprivate
Initial value:
=
string.Format("Click {0} to search your project for obsolete event references.", SearchButtonText)
const string SearchButtonText
Definition EventReferenceUpdater.cs:22

◆ manualDescriptionScrollPosition

Vector2 FMODUnity.EventReferenceUpdater.manualDescriptionScrollPosition
private

◆ MenuPath

const string FMODUnity.EventReferenceUpdater.MenuPath = "FMOD/Update Event References"
static

◆ prefabProgress

SearchProgress FMODUnity.EventReferenceUpdater.prefabProgress
private

◆ processingState

IEnumerator<string> FMODUnity.EventReferenceUpdater.processingState
private

◆ sceneProgress

SearchProgress FMODUnity.EventReferenceUpdater.sceneProgress
private

◆ sceneSetup

SceneSetup [] FMODUnity.EventReferenceUpdater.sceneSetup
private

◆ scriptableObjectProgress

SearchProgress FMODUnity.EventReferenceUpdater.scriptableObjectProgress
private

◆ SearchButtonText

const string FMODUnity.EventReferenceUpdater.SearchButtonText = "Scan"
staticprivate

◆ SearchFolders

readonly string [] FMODUnity.EventReferenceUpdater.SearchFolders
private
Initial value:
= {
"Assets",
}

◆ selectedTask

Task FMODUnity.EventReferenceUpdater.selectedTask
private

◆ status

GUIContent FMODUnity.EventReferenceUpdater.status = GUIContent.none
private

◆ SystemAssembly

readonly Assembly FMODUnity.EventReferenceUpdater.SystemAssembly = typeof(object).Assembly
staticprivate

◆ tasks

List<Task> FMODUnity.EventReferenceUpdater.tasks = new List<Task>()
private

◆ taskView

TaskView FMODUnity.EventReferenceUpdater.taskView
private

◆ taskViewState

TreeViewState FMODUnity.EventReferenceUpdater.taskViewState = new TreeViewState()
private

Property Documentation

◆ IsProcessing

bool FMODUnity.EventReferenceUpdater.IsProcessing
getprivate

The documentation for this class was generated from the following file: