using UnityEngine; using UnityEditor; namespace FluxEditor { public class FAssetProcessor : UnityEditor.AssetModificationProcessor { public static string[] OnWillSaveAssets( string[] paths ) { bool isSavingScene = false; foreach( string path in paths ) { if( path.EndsWith(".unity") ) { isSavingScene = true; break; } } if( isSavingScene ) { if( FSequenceEditorWindow.instance != null ) { FSequenceEditorWindow.instance.GetSequenceEditor().Stop(); FSequenceEditorWindow.instance.Repaint(); } } return paths; } } }