using System; using System.IO; using System.Linq; using UnityEditor; using UnityEditor.Experimental.AssetImporters; using UnityEngine; using XNode; namespace XNodeEditor { /// Deals with modified assets class NodeGraphImporter : AssetPostprocessor { private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (string path in importedAssets) { // Skip processing anything without the .asset extension if (Path.GetExtension(path) != ".asset") continue; // Get the object that is requested for deletion NodeGraph graph = AssetDatabase.LoadAssetAtPath(path); if (graph == null) continue; // Get attributes Type graphType = graph.GetType(); NodeGraph.RequireNodeAttribute[] attribs = Array.ConvertAll( graphType.GetCustomAttributes(typeof(NodeGraph.RequireNodeAttribute), true), x => x as NodeGraph.RequireNodeAttribute); Vector2 position = Vector2.zero; foreach (NodeGraph.RequireNodeAttribute attrib in attribs) { if (attrib.type0 != null) { if (!graph.nodes.Any(x => x.GetType() == attrib.type0)) { XNode.Node node = graph.AddNode(attrib.type0); node.position = position; position.x += 200; if (node.name == null || node.name.Trim() == "") node.name = NodeEditorUtilities.NodeDefaultName(attrib.type0); if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(graph))) AssetDatabase.AddObjectToAsset(node, graph); } } } } } } }