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use init script on new project creation (if asset folder exists, but its empty folder) fixes #190
1 parent beadc28 commit 25f2947

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+7
-5
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+7
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UnityLauncherPro/MainWindow.xaml.cs

+7-5
Original file line numberDiff line numberDiff line change
@@ -330,13 +330,15 @@ void HandleCommandLineLaunch()
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// NOTE if keydown, window doesnt become active and focused
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if (string.IsNullOrEmpty(version) || (Keyboard.Modifiers & ModifierKeys.Shift) != 0)
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{
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if (Directory.Exists(Path.Combine(proj.Path, "Assets")) == true)
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// if Assets folder exists, then its existing project
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if (Directory.Exists(Path.Combine(proj.Path, "Assets")) == true && (Directory.GetFiles(Path.Combine(proj.Path, "Assets")).Length > 0))
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{
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Tools.DisplayUpgradeDialog(proj, null, false);
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bool useInitScript = (bool)chkUseInitScript.IsChecked;
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Tools.DisplayUpgradeDialog(proj, null, useInitScript);
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}
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else // no assets folder here, then its new project
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else // no Assets folder here OR Assets folder is empty, then its new project
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{
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//Tools.DisplayUpgradeDialog(proj, null);
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CreateNewEmptyProject(proj.Path);
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}
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}
@@ -1315,7 +1317,7 @@ private void BtnUpgradeProject_Click(object sender, RoutedEventArgs e)
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var proj = GetSelectedProject();
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if (proj == null) return;
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Tools.DisplayUpgradeDialog(proj, this, false);
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Tools.DisplayUpgradeDialog(proj: proj, owner: this, useInitScript: false);
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}
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private void GridRecent_Loaded(object sender, RoutedEventArgs e)

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