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Removed #if UNITY_EDITOR from NodeGraph.cs #23
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@ -302,7 +302,7 @@ namespace XNodeEditor {
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foreach (UnityEngine.Object item in Selection.objects) {
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if (item is XNode.Node) {
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XNode.Node node = item as XNode.Node;
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graph.RemoveNode(node);
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graphEditor.RemoveNode(node);
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}
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}
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}
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@ -324,7 +324,7 @@ namespace XNodeEditor {
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if (Selection.objects[i] is XNode.Node) {
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XNode.Node srcNode = Selection.objects[i] as XNode.Node;
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if (srcNode.graph != graph) continue; // ignore nodes selected in another graph
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XNode.Node newNode = graph.CopyNode(srcNode);
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XNode.Node newNode = graphEditor.CopyNode(srcNode);
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substitutes.Add(srcNode, newNode);
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newNode.position = srcNode.position + new Vector2(30, 30);
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newNodes[i] = newNode;
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@ -39,6 +39,22 @@ namespace XNodeEditor {
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return NodeEditorPreferences.GetTypeColor(type);
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}
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/// <summary> Creates a copy of the original node in the graph </summary>
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public XNode.Node CopyNode(XNode.Node original) {
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XNode.Node node = target.CopyNode(original);
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node.name = original.name;
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AssetDatabase.AddObjectToAsset(node, target);
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AssetDatabase.SaveAssets();
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return node;
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}
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/// <summary> Safely remove a node and all its connections. </summary>
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public void RemoveNode(XNode.Node node) {
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UnityEngine.Object.DestroyImmediate(node, true);
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target.RemoveNode(node);
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AssetDatabase.SaveAssets();
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}
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomNodeGraphEditorAttribute : Attribute,
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XNodeEditor.Internal.NodeEditorBase<NodeGraphEditor, NodeGraphEditor.CustomNodeGraphEditorAttribute, XNode.NodeGraph>.INodeEditorAttrib {
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@ -28,13 +28,6 @@ namespace XNode {
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public virtual Node CopyNode(Node original) {
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Node node = ScriptableObject.Instantiate(original);
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node.ClearConnections();
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
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UnityEditor.AssetDatabase.SaveAssets();
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node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
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}
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#endif
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nodes.Add(node);
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node.graph = this;
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return node;
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@ -44,12 +37,6 @@ namespace XNode {
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/// <param name="node"></param>
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public void RemoveNode(Node node) {
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node.ClearConnections();
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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DestroyImmediate(node, true);
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UnityEditor.AssetDatabase.SaveAssets();
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}
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#endif
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nodes.Remove(node);
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}
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