Skip to content

Commit

Permalink
fix: use text AddressableImporter intead of AddressablesImporter
Browse files Browse the repository at this point in the history
  • Loading branch information
favoyang committed Jul 6, 2020
1 parent e24d772 commit 46ecf92
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion Documentation~/AddressableImporter.md
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,7 @@ The importer always overrides existing labels if `LabelMode = Replace`.

## Quick Assets Re-import

The importer should apply the rules whenever an asset being imported, moved, or deleted. However, if you modified rules or want to apply rules to existing assets, you need to manually apply the rules. To quickly apply the rules, select target folder(s) in the project view, right-click to open the context menu, and then click `AddressablesImporter: Check Folder(s)`. The action is more efficient than force reimport assets.
The importer should apply the rules whenever an asset being imported, moved, or deleted. However, if you modified rules or want to apply rules to existing assets, you need to manually apply the rules. To quickly apply the rules, select target folder(s) in the project view, right-click to open the context menu, and then click `AddressableImporter: Check Folder(s)`. The action is more efficient than force reimport assets.

![AddressableImport Context Menu](AddressableImportSettings-ContextMenu.png)

Expand Down
6 changes: 3 additions & 3 deletions Editor/AddressableImporter.cs
Original file line number Diff line number Diff line change
Expand Up @@ -259,15 +259,15 @@ public static void ReimportFolders(IEnumerable<String> assetPaths)
}
if (pathsToImport.Count > 0)
{
Debug.Log($"AddressablesImporter: Found {pathsToImport.Count} asset paths...");
Debug.Log($"AddressableImporter: Found {pathsToImport.Count} asset paths...");
OnPostprocessAllAssets(pathsToImport.ToArray(), new string[0], new string[0], new string[0]);
}
}

/// <summary>
/// Allows assets within the selected folder to be checked agains the Addressable Importer rules.
/// </summary>
[MenuItem("Assets/AddressablesImporter: Check Folder(s)")]
[MenuItem("Assets/AddressableImporter: Check Folder(s)")]
private static void CheckFoldersFromSelection()
{
List<string> assetPaths = new List<string>();
Expand All @@ -285,7 +285,7 @@ private static void CheckFoldersFromSelection()
}

// Note that we pass the same path, and also pass "true" to the second argument.
[MenuItem("Assets/AddressablesImporter: Check Folder(s)", true)]
[MenuItem("Assets/AddressableImporter: Check Folder(s)", true)]
private static bool ValidateCheckFoldersFromSelection()
{
foreach (UnityEngine.Object obj in Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets))
Expand Down

0 comments on commit 46ecf92

Please sign in to comment.