【a】XNode
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using UnityEditor;
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using UnityEngine;
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using System.IO;
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namespace XNodeEditor {
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/// <summary> Deals with modified assets </summary>
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class NodeEditorAssetModProcessor : UnityEditor.AssetModificationProcessor {
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/// <summary> Automatically delete Node sub-assets before deleting their script.
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/// This is important to do, because you can't delete null sub assets.
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/// <para/> For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete </summary>
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private static AssetDeleteResult OnWillDeleteAsset (string path, RemoveAssetOptions options) {
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// Skip processing anything without the .cs extension
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if (Path.GetExtension(path) != ".cs") return AssetDeleteResult.DidNotDelete;
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// Get the object that is requested for deletion
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UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object> (path);
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// If we aren't deleting a script, return
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if (!(obj is UnityEditor.MonoScript)) return AssetDeleteResult.DidNotDelete;
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// Check script type. Return if deleting a non-node script
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UnityEditor.MonoScript script = obj as UnityEditor.MonoScript;
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System.Type scriptType = script.GetClass ();
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if (scriptType == null || (scriptType != typeof (XNode.Node) && !scriptType.IsSubclassOf (typeof (XNode.Node)))) return AssetDeleteResult.DidNotDelete;
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// Find all ScriptableObjects using this script
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string[] guids = AssetDatabase.FindAssets ("t:" + scriptType);
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for (int i = 0; i < guids.Length; i++) {
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string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
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Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
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for (int k = 0; k < objs.Length; k++) {
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XNode.Node node = objs[k] as XNode.Node;
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if (node.GetType () == scriptType) {
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if (node != null && node.graph != null) {
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// Delete the node and notify the user
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Debug.LogWarning (node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph);
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node.graph.RemoveNode (node);
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}
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}
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}
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}
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// We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure
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return AssetDeleteResult.DidNotDelete;
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}
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/// <summary> Automatically re-add loose node assets to the Graph node list </summary>
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[InitializeOnLoadMethod]
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private static void OnReloadEditor () {
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// Find all NodeGraph assets
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string[] guids = AssetDatabase.FindAssets ("t:" + typeof (XNode.NodeGraph));
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for (int i = 0; i < guids.Length; i++) {
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string assetpath = AssetDatabase.GUIDToAssetPath (guids[i]);
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XNode.NodeGraph graph = AssetDatabase.LoadAssetAtPath (assetpath, typeof (XNode.NodeGraph)) as XNode.NodeGraph;
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graph.nodes.RemoveAll(x => x == null); //Remove null items
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Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath (assetpath);
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// Ensure that all sub node assets are present in the graph node list
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for (int u = 0; u < objs.Length; u++) {
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// Ignore null sub assets
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if (objs[u] == null) continue;
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if (!graph.nodes.Contains (objs[u] as XNode.Node)) graph.nodes.Add(objs[u] as XNode.Node);
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}
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}
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}
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}
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}
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