| 1234567891011121314151617181920212223242526272829303132333435 | 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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