35 lines
1.9 KiB
C#
35 lines
1.9 KiB
C#
using UnityEditor;
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using XNode;
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namespace XNodeEditor {
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/// <summary>
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/// This asset processor resolves an issue with the new v2 AssetDatabase system present on 2019.3 and later. When
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/// renaming a <see cref="XNode.NodeGraph"/> asset, it appears that sometimes the v2 AssetDatabase will swap which asset
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/// is the main asset (present at top level) between the <see cref="XNode.NodeGraph"/> and one of its <see cref="XNode.Node"/>
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/// sub-assets. As a workaround until Unity fixes this, this asset processor checks all renamed assets and if it
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/// finds a case where a <see cref="XNode.Node"/> has been made the main asset it will swap it back to being a sub-asset
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/// and rename the node to the default name for that node type.
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/// </summary>
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internal sealed class GraphRenameFixAssetProcessor : AssetPostprocessor {
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private static void OnPostprocessAllAssets(
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string[] importedAssets,
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string[] deletedAssets,
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string[] movedAssets,
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string[] movedFromAssetPaths) {
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for (int i = 0; i < movedAssets.Length; i++) {
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Node nodeAsset = AssetDatabase.LoadMainAssetAtPath(movedAssets[i]) as Node;
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// If the renamed asset is a node graph, but the v2 AssetDatabase has swapped a sub-asset node to be its
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// main asset, reset the node graph to be the main asset and rename the node asset back to its default
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// name.
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if (nodeAsset != null && AssetDatabase.IsMainAsset(nodeAsset)) {
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AssetDatabase.SetMainObject(nodeAsset.graph, movedAssets[i]);
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AssetDatabase.ImportAsset(movedAssets[i]);
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nodeAsset.name = NodeEditorUtilities.NodeDefaultName(nodeAsset.GetType());
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EditorUtility.SetDirty(nodeAsset);
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}
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}
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}
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}
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} |