diff --git a/Scripts/NodeGraph.cs b/Scripts/NodeGraph.cs
index f71642b..1f4b419 100644
--- a/Scripts/NodeGraph.cs
+++ b/Scripts/NodeGraph.cs
@@ -18,46 +18,55 @@ namespace XNode {
/// Add a node to the graph by type
public virtual Node AddNode(Type type) {
+#if UNITY_EDITOR
+ UnityEditor.Undo.RecordObject(this, "Add Node " + type.ToString());
+#endif
Node node = ScriptableObject.CreateInstance(type) as Node;
+ nodes.Add(node);
+ node.graph = this;
#if UNITY_EDITOR
if (!Application.isPlaying) {
UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
- UnityEditor.AssetDatabase.SaveAssets();
node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
}
+ UnityEditor.EditorUtility.SetDirty(this);
#endif
- nodes.Add(node);
- node.graph = this;
return node;
}
/// Creates a copy of the original node in the graph
public virtual Node CopyNode(Node original) {
+#if UNITY_EDITOR
+ UnityEditor.Undo.RecordObject(this, "Copy Node");
+#endif
Node node = ScriptableObject.Instantiate(original);
node.ClearConnections();
+ nodes.Add(node);
+ node.graph = this;
#if UNITY_EDITOR
if (!Application.isPlaying) {
UnityEditor.AssetDatabase.AddObjectToAsset(node, this);
- UnityEditor.AssetDatabase.SaveAssets();
node.name = UnityEditor.ObjectNames.NicifyVariableName(node.name);
}
+ UnityEditor.EditorUtility.SetDirty(this);
#endif
- nodes.Add(node);
- node.graph = this;
return node;
}
/// Safely remove a node and all its connections
///
public void RemoveNode(Node node) {
+#if UNITY_EDITOR
+ UnityEditor.Undo.RecordObject(this, "Remove Node");
+#endif
node.ClearConnections();
+ nodes.Remove(node);
#if UNITY_EDITOR
if (!Application.isPlaying) {
DestroyImmediate(node, true);
- UnityEditor.AssetDatabase.SaveAssets();
}
+ UnityEditor.EditorUtility.SetDirty(this);
#endif
- nodes.Remove(node);
}
/// Remove all nodes and connections from the graph