Browse Source

Renamed "Fungus Editor Resources" to "EditorResources"

master
Zach Vinless 8 years ago
parent
commit
344696407d
  1. 0
      Assets/Fungus/EditorResources.meta
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      Assets/Fungus/EditorResources/Icons.meta
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      Assets/Fungus/EditorResources/Icons/up.png
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      Assets/Fungus/EditorResources/Textures/process_node_off.png
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      Assets/Fungus/EditorResources/Textures/process_node_on.png
  46. 0
      Assets/Fungus/EditorResources/Textures/process_node_on.png.meta
  47. 5
      Assets/Fungus/Scripts/Editor/FungusEditorResources.cs

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Assets/Fungus/Fungus Editor Resources.meta → Assets/Fungus/EditorResources.meta

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Assets/Fungus/Fungus Editor Resources/Icons.meta → Assets/Fungus/EditorResources/Icons.meta

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Assets/Fungus/Fungus Editor Resources/Icons/Pro.meta → Assets/Fungus/EditorResources/Icons/Pro.meta

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5
Assets/Fungus/Scripts/Editor/FungusEditorResources.cs

@ -13,6 +13,7 @@ namespace Fungus.EditorUtils
internal static partial class FungusEditorResources
{
private static Dictionary<string, Texture2D> textures = new Dictionary<string, Texture2D>();
private static readonly string editorResourcesFolderName = "\"EditorResources\"";
static FungusEditorResources()
{
@ -21,7 +22,7 @@ namespace Fungus.EditorUtils
private static void LoadTexturesFromNames()
{
var baseDirectories = AssetDatabase.FindAssets("\"Fungus Editor Resources\"").Select(
var baseDirectories = AssetDatabase.FindAssets(editorResourcesFolderName).Select(
guid => AssetDatabase.GUIDToAssetPath(guid)
).ToArray();
@ -33,7 +34,7 @@ namespace Fungus.EditorUtils
private static void LoadAllTexturesInFolder()
{
var rootGuid = AssetDatabase.FindAssets("\"Fungus Editor Resources\"")[0];
var rootGuid = AssetDatabase.FindAssets(editorResourcesFolderName)[0];
var root = AssetDatabase.GUIDToAssetPath(rootGuid);
LoadTexturesFromGUIDs(AssetDatabase.FindAssets("t:Texture2D", new [] { root }));
}

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