Browse Source

EditorResources and Changelog locators more verbose logs on failure

ChangeLog searches from Unity project root, not just within Assets folder
master
desktop-maesty/steve 5 years ago
parent
commit
4aea552456
  1. 30
      Assets/Fungus/Scripts/Editor/FungusEditorPreferences.cs

30
Assets/Fungus/Scripts/Editor/FungusEditorPreferences.cs

@ -1,6 +1,6 @@
using UnityEngine;
using System.Linq;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace Fungus
{
@ -16,8 +16,8 @@ namespace Fungus
{
// Have we loaded the prefs yet
private static bool prefsLoaded = false;
const string HIDE_MUSH_KEY = "hideMushroomInHierarchy";
const string USE_LEGACY_MENUS = "useLegacyMenus";
private const string HIDE_MUSH_KEY = "hideMushroomInHierarchy";
private const string USE_LEGACY_MENUS = "useLegacyMenus";
public static bool hideMushroomInHierarchy;
public static bool useLegacyMenus;
@ -63,13 +63,33 @@ namespace Fungus
var asset = AssetDatabase.LoadAssetAtPath<FungusEditorResources>(p);
Selection.activeObject = asset;
}
else
{
Debug.LogError("No FungusEditorResources found!");
}
}
if (GUILayout.Button("Open Changelog (version info)"))
{
var fileMacthes = System.IO.Directory.GetFiles(Application.dataPath, "Fungus\\Docs\\CHANGELOG.txt", System.IO.SearchOption.AllDirectories);
//From project path down, look for our Fungus\Docs\ChangeLog.txt
var projectPath = System.IO.Directory.GetParent(Application.dataPath);
var fileMacthes = System.IO.Directory.GetFiles(projectPath.FullName, "CHANGELOG.txt", System.IO.SearchOption.AllDirectories);
fileMacthes = fileMacthes.Where((x) =>
{
var fileFolder = System.IO.Directory.GetParent(x);
return fileFolder.Name == "Docs" && fileFolder.Parent.Name == "Fungus";
}).ToArray();
if (fileMacthes == null || fileMacthes.Length == 0)
{
Debug.LogWarning("Cannot locate Fungus\\Docs\\CHANGELONG.txt");
}
else
{
Application.OpenURL(fileMacthes[0]);
}
}
// Save the preferences
if (GUI.changed)

Loading…
Cancel
Save