| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566 | 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);                }            }        }    }}
 |