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mirror of https://github.com/Siccity/xNode.git synced 2026-03-26 22:49:02 +08:00

record graph modification , leave the save action to user.

replace UnityEditor.AssetDatabase.SaveAssets with UnityEditor.Undo.RecordObject and UnityEditor.EditorUtility.SetDirty.
This commit is contained in:
neko1990 2017-12-09 10:40:23 +08:00
parent 2291531ceb
commit afab16c3c0

View File

@ -18,46 +18,55 @@ namespace XNode {
/// <summary> Add a node to the graph by type </summary>
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;
}
/// <summary> Creates a copy of the original node in the graph </summary>
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;
}
/// <summary> Safely remove a node and all its connections </summary>
/// <param name="node"></param>
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);
}
/// <summary> Remove all nodes and connections from the graph </summary>