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