Version: 2019.4

IExternalCodeEditor

interface in Unity.CodeEditor

マニュアルに切り替える

説明

Defines the responsibilities of handling external script editor integration into UnityEditor.

変数

InstallationsProvide the editor with a list of known and supported editors that this instance supports.

Public 関数

InitializeCallback to the IExternalCodeEditor when it has been chosen from the PreferenceWindow.
OnGUIUnity calls this methodf when it populates "Preferences/External Tools" in order to allow the code editor to generate necessary GUI. For example, when creating an an argument field for modifying the arguments sent to the code editor.
OpenProjectThe external code editor needs to handle the request to open a file.
SyncAllUnity calls this function during initialization in order to sync the Project. This is different from SyncIfNeeded in that it does not get a list of changes.
SyncIfNeededWhen you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed Assets.
TryGetInstallationForPathUnity stores the path of the chosen editor. An instance of IExternalCodeEditor can take responsibility for this path, by returning true when this method is being called. The out variable installation need to be constructed with the path and the name that should be shown in the "External Tools" code editor list.