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xNode/Scripts/Editor/GraphRenameFixAssetProcessor.cs
2023-10-05 20:10:15 +01:00

40 lines
1.9 KiB
C#

using UnityEditor;
using XNode;
namespace XNodeEditor
{
/// <summary>
/// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
/// renaming a <see cref="NodeGraph" /> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
/// is the main asset (present at top level) between the <see cref="NodeGraph" /> and one of its <see cref="Node" />
/// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
/// finds a case where a <see cref="Node" /> 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.
/// </summary>
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++)
{
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))
{
AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
AssetDatabase.ImportAsset(movedAssets[i]);
nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType());
EditorUtility.SetDirty(nodeAsset);
}
}
}
}
}