using System; using System.IO; using UnityEditor; using UnityEngine; using XNode; using Object = UnityEngine.Object; namespace XNodeEditor { /// Deals with modified assets internal class NodeEditorAssetModProcessor : AssetModificationProcessor { /// /// Automatically delete Node sub-assets before deleting their script. /// This is important to do, because you can't delete null sub assets. /// /// For another workaround, see: https://gitlab.com/RotaryHeart-UnityShare/subassetmissingscriptdelete /// private static AssetDeleteResult OnWillDeleteAsset(string path, RemoveAssetOptions options) { // Skip processing anything without the .cs extension if (Path.GetExtension(path) != ".cs") { return AssetDeleteResult.DidNotDelete; } // Get the object that is requested for deletion Object obj = AssetDatabase.LoadAssetAtPath(path); // If we aren't deleting a script, return if (!(obj is MonoScript)) { return AssetDeleteResult.DidNotDelete; } // Check script type. Return if deleting a non-node script MonoScript script = obj as MonoScript; Type scriptType = script.GetClass(); if (scriptType == null || scriptType != typeof(Node) && !scriptType.IsSubclassOf(typeof(Node))) { return AssetDeleteResult.DidNotDelete; } // Find all ScriptableObjects using this script string[] guids = AssetDatabase.FindAssets("t:" + scriptType); for (int i = 0; i < guids.Length; i++) { string assetpath = AssetDatabase.GUIDToAssetPath(guids[i]); var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath); for (int k = 0; k < objs.Length; k++) { Node node = objs[k] as Node; if (node.GetType() == scriptType) { if (node != null && node.graph != null) { // Delete the node and notify the user Debug.LogWarning( node.name + " of " + node.graph + " depended on deleted script and has been removed automatically.", node.graph); node.graph.RemoveNode(node); } } } } // We didn't actually delete the script. Tell the internal system to carry on with normal deletion procedure return AssetDeleteResult.DidNotDelete; } /// Automatically re-add loose node assets to the Graph node list [InitializeOnLoadMethod] private static void OnReloadEditor() { // Find all NodeGraph assets string[] guids = AssetDatabase.FindAssets("t:" + typeof(NodeGraph)); for (int i = 0; i < guids.Length; i++) { string assetpath = AssetDatabase.GUIDToAssetPath(guids[i]); NodeGraph graph = AssetDatabase.LoadAssetAtPath(assetpath, typeof(NodeGraph)) as NodeGraph; graph.nodes.RemoveAll(x => x == null); //Remove null items var objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(assetpath); // Ensure that all sub node assets are present in the graph node list for (int u = 0; u < objs.Length; u++) { // Ignore null sub assets if (objs[u] == null) { continue; } if (!graph.nodes.Contains(objs[u] as Node)) { graph.nodes.Add(objs[u] as Node); } } } } } }