new PlayMaker version

This commit is contained in:
2015-12-20 01:35:35 +06:00
parent 4f2bc0b3ac
commit c3c6a7ac8a
35 changed files with 203 additions and 35 deletions

4
Assets/PlayMaker/ConditionalExpression.dll.meta Executable file → Normal file
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@@ -13,6 +13,10 @@ PluginImporter:
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@@ -1,8 +1,4 @@
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timeCreated: 1434821796
licenseType: Store
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@@ -1,8 +1,4 @@
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4
Assets/PlayMaker/Editor/PlayMakerEditor.dll.meta Executable file → Normal file
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View File

@@ -18,7 +18,7 @@ namespace HutongGames.PlayMakerEditor
public class PlayMakerWelcomeWindow : EditorWindow
{
private const string installCurrentVersion = "1.7.8.4";
private const string installBetaVersion = "1.8.0 BETA RC35";
private const string installBetaVersion = "1.8.0 BETA RC37";
private const string editorPrefsShowAtStartup = "PlayMaker.ShowWelcomeScreen.1.7.8.4"; // Add version to ensure first time open
private const string editorPrefsSavedPage = "PlayMaker.WelcomeScreenPage";

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@@ -1,7 +1,22 @@
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@@ -1,11 +1,16 @@
// Small helper class to allow Fsm to call SetDirty
// Fsm is inside dll so cannot use #if UNITY_EDITOR
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#if (UNITY_4_3 || UNITY_4_5 || UNITY_4_6)
#define UNITY_PRE_5_0
#endif
#if (UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
#define UNITY_PRE_5_3
#endif
using UnityEngine;
namespace HutongGames.PlayMaker
{
/// <summary>
@@ -19,20 +24,25 @@ namespace HutongGames.PlayMaker
#if UNITY_EDITOR
if (fsm == null || fsm.OwnerObject == null) return;
//Debug.Log("SetDirty: " + FsmUtility.GetFullFsmLabel(fsm));
fsm.Preprocessed = false; // force pre-process to run again
if (fsm.UsedInTemplate != null)
{
EditorUtility.SetDirty(fsm.UsedInTemplate);
UnityEditor.EditorUtility.SetDirty(fsm.UsedInTemplate);
}
else if (fsm.Owner != null)
{
EditorUtility.SetDirty(fsm.Owner);
UnityEditor.EditorUtility.SetDirty(fsm.Owner);
#if !UNITY_PRE_5_3
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(fsm.Owner.gameObject.scene);
#elif !UNITY_PRE_5_0
// Not sure if we need to do this...?
UnityEditor.EditorApplication.MarkSceneDirty();
#endif
}
#endif
}
}