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Experimental: this API is experimental and might be changed or removed in the future.

AssetImporterEditor.OnApplyRevertGUI

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protected method OnApplyRevertGUI(): bool;
protected bool OnApplyRevertGUI();

Returns

bool Returns true if the new settings were successfully applied.

Description

Process the 'Apply' and 'Revert' buttons.

This is called by ApplyRevertGUI to place and handle the 'Apply' and 'Revert' buttons.

#pragma strict
public class ExampleScript extends AssetImporterEditor {
	public override function OnInspectorGUI() {
		// Add custom gui controls here...
		ApplyRevertGUI();
	}
	protected virtual function OnApplyRevertGUI() {
		new EditorGUI.DisabledScope(!HasModified()) {
			var applied: boolean;
			new EditorGUI.DisabledScope(!HasModified()) {
				RevertButton();
				applied = ApplyButton("Apply X");
			}
			var upgrade: boolean = upgradeMaterials;
			var genButtonText: GUIContent = HasModified() || upgrade ? Styles.ApplyAndGenerate : Styles.Regenerate;
			if (GUILayout.Button(genButtonText)) {
				var hasModified: boolean = HasModified();
				// Apply the changes and generate the materials before importing so that asset previews are up-to-date.
				if (hasModified)
					Apply();
				if (upgrade) {
					for (var importer: var in importers)
						importer.SetMaterialVersionToCurrent();
				}
				GenerateMaterials();
				if (hasModified || upgrade) {
					ApplyAndImport();
					applied = true;
				}
			}
			return applied;
		}
	}
}
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.AssetImporters;

public class ExampleScript : AssetImporterEditor { public override void OnInspectorGUI() { // Add custom gui controls here...

ApplyRevertGUI(); }

protected virtual bool OnApplyRevertGUI() { using (new EditorGUI.DisabledScope(!HasModified())) { bool applied; using (new EditorGUI.DisabledScope(!HasModified())) { RevertButton(); applied = ApplyButton("Apply X"); }

bool upgrade = upgradeMaterials; GUIContent genButtonText = HasModified() || upgrade ? Styles.ApplyAndGenerate : Styles.Regenerate;

if (GUILayout.Button(genButtonText)) { bool hasModified = HasModified();

// Apply the changes and generate the materials before importing so that asset previews are up-to-date. if (hasModified) Apply();

if (upgrade) { foreach (var importer in importers) importer.SetMaterialVersionToCurrent(); } GenerateMaterials(); if (hasModified || upgrade) { ApplyAndImport(); applied = true; } } return applied; } } }

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