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- using UnityEditor;
- using XNode;
- namespace XNodeEditor {
- /// <summary>
- /// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
- /// renaming a <see cref="XNode.NodeGraph"/> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
- /// is the main asset (present at top level) between the <see cref="XNode.NodeGraph"/> and one of its <see cref="XNode.Node"/>
- /// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
- /// finds a case where a <see cref="XNode.Node"/> has been made the main asset it will swap it back to being a sub-asset
- /// and rename the node to the default name for that node type.
- /// </summary>
- internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor {
- private static void OnPostprocessAllAssets(
- string[] importedAssets,
- string[] deletedAssets,
- string[] movedAssets,
- string[] movedFromAssetPaths) {
- for (int i = 0; i < movedAssets.Length; i++) {
- Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
- // If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its
- // main asset, reset the node graph to be the main asset and rename the node asset back to its default
- // name.
- if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) {
- AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
- AssetDatabase.ImportAsset(movedAssets[i]);
- nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType());
- EditorUtility.SetDirty(nodeAsset);
- }
- }
- }
- }
- }
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