/// <summary>
        /// Returns true if there is a backup for the given behavior.
        /// </summary>
        public static bool HasBackups(CommonBaseBehavior behavior)
        {
            // TODO: Maybe this should be triggering? If a user reports a bug about having
            //       backups not work then this is probably the cause...
            if (fiSceneManager.Storage == null || fiPrefabManager.Storage == null)
            {
                return(false);
            }

            for (int i = 0; i < fiSceneManager.Storage.Objects.Count; ++i)
            {
                var backup = fiSceneManager.Storage.Objects[i];
                if (backup.Target.Target == behavior)
                {
                    return(true);
                }
            }

            for (int i = 0; i < fiPrefabManager.Storage.Objects.Count; ++i)
            {
                var backup = fiPrefabManager.Storage.Objects[i];
                if (backup.Target.Target == behavior)
                {
                    return(true);
                }
            }

            return(false);
        }
Exemple #2
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 /// <summary>
 /// Returns all backups for the given object.
 /// </summary>
 public static IEnumerable<fiSerializedObject> GetBackupsFor(CommonBaseBehavior behavior) {
     foreach (var backup in fiStorageManager.SerializedObjects) {
         if (backup.Target.Target == behavior) {
             yield return backup;
         }
     }
 }
 /// <summary>
 /// Returns all backups for the given object.
 /// </summary>
 public static IEnumerable <fiSerializedObject> GetBackupsFor(CommonBaseBehavior behavior)
 {
     foreach (var backup in fiStorageManager.SerializedObjects)
     {
         if (backup.Target.Target == behavior)
         {
             yield return(backup);
         }
     }
 }
Exemple #4
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        /// <summary>
        /// Returns true if there is a backup for the given behavior.
        /// </summary>
        public static bool HasBackups(CommonBaseBehavior behavior) {
            for (int i = 0; i < fiSceneManager.Storage.Objects.Count; ++i) {
                var backup = fiSceneManager.Storage.Objects[i];
                if (backup.Target.Target == behavior) {
                    return true;
                }
            }

            for (int i = 0; i < fiPrefabManager.Storage.Objects.Count; ++i) {
                var backup = fiPrefabManager.Storage.Objects[i];
                if (backup.Target.Target == behavior) {
                    return true;
                }
            }

            return false;
        }
        /// <summary>
        /// Returns true if there is a backup for the given behavior.
        /// </summary>
        public static bool HasBackups(CommonBaseBehavior behavior)
        {
            for (int i = 0; i < fiSceneManager.Storage.Objects.Count; ++i)
            {
                var backup = fiSceneManager.Storage.Objects[i];
                if (backup.Target.Target == behavior)
                {
                    return(true);
                }
            }

            for (int i = 0; i < fiPrefabManager.Storage.Objects.Count; ++i)
            {
                var backup = fiPrefabManager.Storage.Objects[i];
                if (backup.Target.Target == behavior)
                {
                    return(true);
                }
            }

            return(false);
        }
        /// <summary>
        /// Returns true if there is a backup for the given behavior.
        /// </summary>
        public static bool HasBackups(CommonBaseBehavior behavior)
        {
            // TODO: Maybe this should be triggering? If a user reports a bug about having
            //       backups not work then this is probably the cause...
            if (fiSceneManager.Storage == null || fiPrefabManager.Storage == null)
                return false;

            for (int i = 0; i < fiSceneManager.Storage.Objects.Count; ++i) {
                var backup = fiSceneManager.Storage.Objects[i];
                if (backup.Target.Target == behavior) {
                    return true;
                }
            }

            for (int i = 0; i < fiPrefabManager.Storage.Objects.Count; ++i) {
                var backup = fiPrefabManager.Storage.Objects[i];
                if (backup.Target.Target == behavior) {
                    return true;
                }
            }

            return false;
        }