16 if (MyTarget.EditorEvents == null || MyTarget.EditorEvents.Length == 0)
19 EditorGUILayout.HelpBox(
"Audio events have moved to an asset system.\nThey are no longer stored in the scene.\nPlease export these events to an event bank.", MessageType.Info,
true);
21 if (GUILayout.Button(
"Convert To Bank"))
23 TBank bank = ScriptableObject.CreateInstance<TBank>();
25 bank.Events = MyTarget.EditorEvents;
28 AssetDatabase.CreateAsset(bank,
"Assets/ConvertedAudioBank.asset");
29 AssetDatabase.SaveAssets();
32 this.serializedObject.Update();
33 var eventsProperty = this.serializedObject.FindProperty(
"Events");
34 eventsProperty.ClearArray();
37 var defaultBanksProperty = this.serializedObject.FindProperty(
"DefaultBanks");
38 defaultBanksProperty.InsertArrayElementAtIndex(defaultBanksProperty.arraySize);
39 var newEntry = defaultBanksProperty.FindPropertyRelative(
"Array.data[" + (defaultBanksProperty.arraySize - 1) +
"]");
40 newEntry.objectReferenceValue = bank;
42 this.serializedObject.ApplyModifiedProperties();
48 this.serializedObject.Update();
49 var bankList = this.serializedObject.FindProperty(
"DefaultBanks");
51 EditorGUILayout.PropertyField(bankList,
true);
53 this.serializedObject.ApplyModifiedProperties();