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Added a virtual OnRename function to base nodes, triggered when a node gets renamed. (#225)
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@ -129,9 +129,14 @@ namespace XNodeEditor {
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public void Rename(string newName) {
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if (newName == null || newName.Trim() == "") newName = NodeEditorUtilities.NodeDefaultName(target.GetType());
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target.name = newName;
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OnRename();
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
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}
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/// <summary> Called after this node's name has changed. </summary>
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public virtual void OnRename() { }
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[AttributeUsage(AttributeTargets.Class)]
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public class CustomNodeEditorAttribute : Attribute,
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XNodeEditor.Internal.NodeEditorBase<NodeEditor, NodeEditor.CustomNodeEditorAttribute, XNode.Node>.INodeEditorAttrib {
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@ -49,6 +49,7 @@ namespace XNodeEditor {
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if (input == null || input.Trim() == "") {
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if (GUILayout.Button("Revert to default") || (e.isKey && e.keyCode == KeyCode.Return)) {
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target.name = NodeEditorUtilities.NodeDefaultName(target.GetType());
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NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename();
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
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Close();
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target.TriggerOnValidate();
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@ -58,6 +59,7 @@ namespace XNodeEditor {
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else {
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if (GUILayout.Button("Apply") || (e.isKey && e.keyCode == KeyCode.Return)) {
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target.name = input;
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NodeEditor.GetEditor((XNode.Node)target, NodeEditorWindow.current).OnRename();
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target));
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Close();
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target.TriggerOnValidate();
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