diff --git a/Scripts/Editor/GraphRenameFixAssetProcessor.cs b/Scripts/Editor/GraphRenameFixAssetProcessor.cs index 4cfe3d6..264e8b1 100644 --- a/Scripts/Editor/GraphRenameFixAssetProcessor.cs +++ b/Scripts/Editor/GraphRenameFixAssetProcessor.cs @@ -1,8 +1,7 @@ using UnityEditor; using XNode; -namespace XNodeEditor -{ +namespace XNodeEditor { /// /// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When /// renaming a asset, it appears that sometimes the v2 AssetDatabase will swap which asset @@ -11,23 +10,19 @@ namespace XNodeEditor /// finds a case where a has been made the main asset it will swap it back to being a sub-asset /// and rename the node to the default name for that node type. /// - internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor - { + internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor { private static void OnPostprocessAllAssets( string[] importedAssets, string[] deletedAssets, string[] movedAssets, - string[] movedFromAssetPaths) - { - for (int i = 0; i < movedAssets.Length; i++) - { + string[] movedFromAssetPaths) { + for (int i = 0; i < movedAssets.Length; i++) { Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node; // If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its // main asset, reset the node graph to be the main asset and rename the node asset back to its default // name. - if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) - { + if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) { AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]); AssetDatabase.ImportAsset(movedAssets[i]); @@ -37,4 +32,4 @@ namespace XNodeEditor } } } -} +} \ No newline at end of file