public static void ModifyAction(ActionListAsset _target, AC.Action _action, string callback) { ActionsManager actionsManager = AdvGame.GetReferences().actionsManager; if (actionsManager == null) { return; } int i = -1; if (_action != null && _target.actions.IndexOf(_action) > -1) { i = _target.actions.IndexOf(_action); } switch (callback) { case "Enable": Undo.RecordObject(_target, "Enable action"); _target.actions [i].isEnabled = true; break; case "Disable": Undo.RecordObject(_target, "Disable action"); _target.actions [i].isEnabled = false; break; case "Cut": Undo.RecordObject(_target, "Cut action"); List <AC.Action> cutList = new List <AC.Action>(); AC.Action cutAction = Object.Instantiate(_action) as AC.Action; cutAction.name = cutAction.name.Replace("(Clone)", ""); cutList.Add(cutAction); AdvGame.copiedActions = cutList; _target.actions.Remove(_action); Undo.DestroyObjectImmediate(_action); //UnityEngine.Object.DestroyImmediate (_action, true); AssetDatabase.SaveAssets(); break; case "Copy": List <AC.Action> copyList = new List <AC.Action>(); AC.Action copyAction = Object.Instantiate(_action) as AC.Action; copyAction.ClearIDs(); copyAction.name = copyAction.name.Replace("(Clone)", ""); copyList.Add(copyAction); AdvGame.copiedActions = copyList; break; case "Paste after": Undo.RecordObject(_target, "Paste actions"); List <AC.Action> pasteList = AdvGame.copiedActions; int j = i + 1; foreach (AC.Action action in pasteList) { if (action == null) { ACDebug.LogWarning("Error when pasting Action - cannot find original. Did you change scene before pasting? If you need to transfer Actions between scenes, copy them to an ActionList asset first."); continue; } AC.Action pastedAction = Object.Instantiate(action) as AC.Action; pastedAction.name = pastedAction.name.Replace("(Clone)", ""); pastedAction.hideFlags = HideFlags.HideInHierarchy; _target.actions.Insert(j, pastedAction); j++; AssetDatabase.AddObjectToAsset(pastedAction, _target); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(pastedAction)); } AssetDatabase.SaveAssets(); break; case "Insert after": Undo.RecordObject(_target, "Create action"); Action newAction = ActionListAssetEditor.AddAction(actionsManager.GetDefaultAction(), i + 1, _target); newAction.endAction = _action.endAction; newAction.skipAction = -1; newAction.skipActionActual = _action.skipActionActual; break; case "Delete": Undo.RecordObject(_target, "Delete action"); _target.actions.Remove(_action); Undo.DestroyObjectImmediate(_action); //UnityEngine.Object.DestroyImmediate (_action, true); AssetDatabase.SaveAssets(); break; case "Move to top": Undo.RecordObject(_target, "Move action to top"); _target.actions.Remove(_action); _target.actions.Insert(0, _action); break; case "Move up": Undo.RecordObject(_target, "Move action up"); _target.actions.Remove(_action); _target.actions.Insert(i - 1, _action); break; case "Move to bottom": Undo.RecordObject(_target, "Move action to bottom"); _target.actions.Remove(_action); _target.actions.Insert(_target.actions.Count, _action); break; case "Move down": Undo.RecordObject(_target, "Move action down"); _target.actions.Remove(_action); _target.actions.Insert(i + 1, _action); break; } }
public static void ModifyAction(ActionListAsset _target, AC.Action _action, string callback) { ActionsManager actionsManager = AdvGame.GetReferences().actionsManager; if (actionsManager == null) { return; } int i = -1; if (_action != null && _target.actions.IndexOf(_action) > -1) { i = _target.actions.IndexOf(_action); } switch (callback) { case "Enable": Undo.RecordObject(_target, "Enable action"); _target.actions [i].isEnabled = true; break; case "Disable": Undo.RecordObject(_target, "Disable action"); _target.actions [i].isEnabled = false; break; case "Cut": Undo.RecordObject(_target, "Cut action"); List <AC.Action> cutList = new List <AC.Action>(); AC.Action cutAction = Object.Instantiate(_action) as AC.Action; cutList.Add(cutAction); AdvGame.copiedActions = cutList; _target.actions.Remove(_action); Undo.DestroyObjectImmediate(_action); //UnityEngine.Object.DestroyImmediate (_action, true); AssetDatabase.SaveAssets(); break; case "Copy": List <AC.Action> copyList = new List <AC.Action>(); AC.Action copyAction = Object.Instantiate(_action) as AC.Action; copyAction.name = copyAction.name.Replace("(Clone)", ""); copyList.Add(copyAction); AdvGame.copiedActions = copyList; break; case "Paste after": Undo.RecordObject(_target, "Paste actions"); List <AC.Action> pasteList = AdvGame.copiedActions; int j = i + 1; foreach (AC.Action action in pasteList) { AC.Action pastedAction = Object.Instantiate(action) as AC.Action; pastedAction.name = pastedAction.name.Replace("(Clone)", ""); pastedAction.hideFlags = HideFlags.HideInHierarchy; _target.actions.Insert(j, pastedAction); j++; AssetDatabase.AddObjectToAsset(pastedAction, _target); AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(pastedAction)); } AssetDatabase.SaveAssets(); break; case "Insert after": Undo.RecordObject(_target, "Create action"); ActionListAssetEditor.AddAction(actionsManager.GetDefaultAction(), i + 1, _target); break; case "Delete": Undo.RecordObject(_target, "Delete action"); _target.actions.Remove(_action); Undo.DestroyObjectImmediate(_action); //UnityEngine.Object.DestroyImmediate (_action, true); AssetDatabase.SaveAssets(); break; case "Move to top": Undo.RecordObject(_target, "Move action to top"); _target.actions.Remove(_action); _target.actions.Insert(0, _action); break; case "Move up": Undo.RecordObject(_target, "Move action up"); _target.actions.Remove(_action); _target.actions.Insert(i - 1, _action); break; case "Move to bottom": Undo.RecordObject(_target, "Move action to bottom"); _target.actions.Remove(_action); _target.actions.Insert(_target.actions.Count, _action); break; case "Move down": Undo.RecordObject(_target, "Move action down"); _target.actions.Remove(_action); _target.actions.Insert(i + 1, _action); break; } }