private void InvalidateSpriteMeshCache() { if (m_SpriteMeshCache) { Undo.ClearUndo(m_SpriteMeshCache); UnityEngine.Object.DestroyImmediate(m_SpriteMeshCache); } }
public static void InvalidateCache() { if (m_Instance) { Undo.ClearUndo(m_Instance); DestroyImmediate(m_Instance); } }
/// <summary> /// Undo는 "같은 메뉴"에서만 가능하다. 메뉴를 전환할 때에는 Undo를 /// </summary> public static void ResetUndo(apEditor editor) { //apUndoManager.I.Clear(); if (editor._portrait != null) { Undo.ClearUndo(editor._portrait); } }
private void OnDestroy() { if (tree) { EditorUtility.SetDirty(tree); Undo.ClearUndo(tree); } }
private void UpdateSelectedRenderer() { //Return if no new object was selected if (Selection.activeGameObject == null) { return; } //Return if the new object is not a grass object var newGrassObject = Selection.activeGameObject; Selection.activeGameObject = null; if (newGrassObject == grassObject) { return; } //Get the grass material, if non was found, return. var newGrassMaterial = GetGrassMaterial(newGrassObject); if (newGrassMaterial == null) { return; } //A new object was selected. If another object was selected before, tell the user that this will make changes permanent. if (grassObject != null && !ShowUndoLossWarning(false)) { return; } //Clear undo history for current texture Undo.ClearUndo(grassPainter.DensityTexture); //Reset the previously selected grass object ResetRenderer(false); //Assign new grass object grassObject = newGrassObject; grassMaterial = newGrassMaterial; grassPainter.ColorHeightTexture = grassMaterial.GetTexture("_ColorMap") as Texture2D; grassPainter.DensityTexture = grassMaterial.GetTexture("_Density") as Texture2D; if (searchRoot) { grassPainter.GrassColliders = GetGrassObjectsInChildren(grassObject.transform.root.gameObject) .Select(x => GetColliderOrAddTemp(x)) .ToArray(); } else { var collider = GetColliderOrAddTemp(grassObject); grassPainter.GrassColliders = new[] { collider }; } }
public void ClearUndo(object o) { var obj = o as Object; if (obj != null) { Undo.ClearUndo(obj); } }
public override void OnInspectorGUI() { m_MaterialSlider.OnBeforeValidate(); serializedObject.Update(); EditorGUI.BeginChangeCheck(); { Undo.RecordObject(serializedObject.targetObject, ""); LayoutStyle_PropertyField(m_Interactable); } if (EditorGUI.EndChangeCheck()) { m_MaterialSlider.interactable = m_Interactable.boolValue; } else { Undo.ClearUndo(serializedObject.targetObject); } EditorGUILayout.Space(); LayoutStyle_PropertyField(m_AnimationDuration); EditorGUILayout.Space(); LayoutStyle_PropertyField(m_HasPopup); using (new DisabledScope(!m_MaterialSlider.slider.wholeNumbers)) { LayoutStyle_PropertyField(m_HasDots); } using (new GUILayout.HorizontalScope()) { LayoutStyle_PropertyField(m_HasManualPreferredWidth, new GUIContent("Manual Preferred Width")); if (m_HasManualPreferredWidth.boolValue) { LayoutStyle_PropertyField(m_ManualPreferredWidth, new GUIContent("")); } } if (m_LeftContentTransform.objectReferenceValue != null) { LayoutStyle_PropertyField(m_LowLeftDisabledOpacity); } if (m_RightContentTransform.objectReferenceValue != null) { LayoutStyle_PropertyField(m_LowRightDisabledOpacity); } DrawFoldoutColors(ColorsSection); DrawFoldoutComponents(ComponentsSection); DrawStyleGUIFolder(); serializedObject.ApplyModifiedProperties(); }
private void OnDestroy() { Save(); foreach (var view in OpenList) { OnCloseView(view); } Undo.ClearUndo(this); }
public void ClearUndo(IUndoableObject obj) { ScriptableObject scriptableObject = this.CheckUndoObjectType(obj); if (scriptableObject != null) { Undo.ClearUndo(scriptableObject); } }
public static void ClearUndo(this StyleSheet styleSheet) { if (styleSheet == null) { return; } Undo.ClearUndo(styleSheet); }
public void ClearUndo(object o) { var obj = o as UnityEngine.Object; if (obj != null) { Undo.ClearUndo(obj); } }
public override void EditItem(Quest quest) { base.EditItem(quest); Undo.ClearUndo(_previousItem); Undo.RecordObject(quest, QuestSystemPro.ProductName + "_item"); _previousItem = quest; }
public static void ClearHistory() { GBackupFile.ClearHistory(); Undo.ClearUndo(GUndoCompatibleBuffer.Instance); if (Changed != null) { Changed.Invoke(); } }
public override void EditItem(Achievement achievement, int index) { base.EditItem(achievement, index); Undo.ClearUndo(_previousItem); Undo.RecordObject(achievement, QuestSystemPro.ProductName + "_item"); _previousItem = achievement; }
public override void EditItem(T item) { base.EditItem(item); Undo.ClearUndo(previousItem); Undo.RecordObject(item, RucksackConstants.ProductName + "_item"); previousItem = item; }
public IEnumerator SetLayer(LandLayers layer, int topology = 0) { yield return(EditorCoroutineUtility.StartCoroutineOwnerless(SetLayerCoroutine(layer, topology))); LayerSet = true; foreach (var item in Land.terrainData.alphamapTextures) { Undo.ClearUndo(item); } }
private void UpdateSelectedRenderer() { //Return if no new object was selected if (Selection.activeGameObject == null) { return; } //Return if the new object is not a grass object var newGrassObject = Selection.activeGameObject; Selection.activeGameObject = null; if (newGrassObject == grassObject) { return; } //Get the grass material, if non was found, return. var newGrassMaterial = GetGrassMaterial(newGrassObject); if (newGrassMaterial == null) { return; } //A new object was selected. If another object was selected before, tell the user that this will make changes permanent. if (grassObject != null && !ShowUndoLossWarning(false)) { return; } //Clear undo history for current texture Undo.ClearUndo(GrassPainter.Texture); //Reset the previously selected grass object ResetRenderer(false); //Assign new grass object grassObject = newGrassObject; grassMaterial = newGrassMaterial; GrassPainter.Texture = grassMaterial.GetTexture("_Density") as Texture2D; GrassPainter.GrassCollider = grassObject.GetComponent <Collider>(); startedWithCollider = GrassPainter.GrassCollider != null; //If the object had no collider, add one. It will be destroyed when deselected. if (!startedWithCollider) { AddTempCollider(); } Repaint(); }
public static void ClearUndo(this VisualTreeAsset vta) { if (vta == null) return; Undo.ClearUndo(vta); if (vta.inlineSheet == null) return; Undo.ClearUndo(vta.inlineSheet); }
private void OnDestroy() { Undo.undoRedoPerformed -= RefreshModules; if (selectedItem) { Undo.ClearUndo(selectedItem); } if (selectedTemplate) { Undo.ClearUndo(selectedTemplate); } AssetDatabase.SaveAssets(); }
void OnDestroy() { if (graphObject != null) { if (graphObject.isDirty && EditorUtility.DisplayDialog("Shader Graph Has Been Modified", "Do you want to save the changes you made in the shader graph?\n\nYour changes will be lost if you don't save them.", "Save", "Don't Save")) { UpdateAsset(); } Undo.ClearUndo(graphObject); DestroyImmediate(graphObject); } graphEditorView = null; }
private bool PromptSaveIfDirtyOnQuit() { if (graphObject != null) { string nameOfFile = AssetDatabase.GUIDToAssetPath(selectedGuid); if (IsDirty() && EditorUtility.DisplayDialog("Shader Graph Has Been Modified", "Do you want to save the changes you made in the Shader Graph?\n" + nameOfFile + "\n\nYour changes will be lost if you don't save them.", "Save", "Don't Save")) { UpdateAsset(); } Undo.ClearUndo(graphObject); graphObject = null; } return(true); }
public void DestroyWidgetStates() { if (m_WidgetStates != null) { // Clear all the states from memory foreach (var state in m_WidgetStates) { var s = state.Value; Undo.ClearUndo(s); // Don't leave dangling states in the global undo/redo stack DestroyImmediate(s); } m_WidgetStates.Clear(); } }
public override void EditItem(InventoryItemBase item, int i) { base.EditItem(item, i); Undo.ClearUndo(_previousItem); Undo.RecordObject(item, "INV_PRO_item"); itemEditorInspector = GetEditor(item, i); GUI.changed = false; selectedIndex = i; selectedItem = ItemManager.database.items[selectedIndex]; _previousItem = item; }
public static void DestroyImmediate(object o) { if (o is BaseObject) { var obj = o as BaseObject; obj.OnDestroy(); s_Objects.Remove(obj.GetInstanceID()); } else if (o is UnityEngine.Object) { var obj = o as UnityEngine.Object; Undo.ClearUndo(obj); UnityEngine.Object.DestroyImmediate(obj); } }
void OnDestroy() { if (graphObject != null) { string nameOfFile = AssetDatabase.GUIDToAssetPath(selectedGuid); if (graphObject.isDirty && EditorUtility.DisplayDialog("Shader Graph Has Been Modified", "Do you want to save the changes you made in the Shader Graph?\n" + nameOfFile + "\n\nYour changes will be lost if you don't save them.", "Save", "Don't Save")) { UpdateAsset(); } Undo.ClearUndo(graphObject); DestroyImmediate(graphObject); } graphEditorView = null; }
void OnDestroy() { SceneView.onSceneGUIDelegate -= OnSceneGUI; Undo.undoRedoPerformed -= SaveTexture; ResetRenderer(true); if (ShowUndoLossWarning(true)) { Undo.ClearUndo(GrassPainter.Texture); } else { RecreateWindow(); } }
protected void ClearObjects() { foreach (SerializedObjectEditorGUI <T> editorGUI in _editableObjects) { Undo.ClearUndo(editorGUI); GetEditorWindow().OnDeselectObject(editorGUI); } _editableObjects.Clear(); _selectedObjects.Clear(); _draggedObject = null; Undo.ClearUndo(this); ClearDirtyFlag(); }
public override void EditItem(InventoryItemBase item) { base.EditItem(item); Undo.ClearUndo(_previousItem); Undo.RecordObject(item, "INV_PRO_item"); if (item != null) { itemEditorInspector = Editor.CreateEditor(item); } _previousItem = item; }
private void DestroyCache() { foreach (var pair in m_Paths) { var path = pair.Value; if (path != null) { Undo.ClearUndo(path); UnityObject.DestroyImmediate(path); } } m_Paths.Clear(); m_Controller.ClearPaths(); m_GUISystems.Clear(); m_SerializedObjects.Clear(); }
// Note: this won't get called if the window is opened when the editor itself is closed void OnDestroy() { DebugManager.instance.onSetDirty -= MarkDirty; if (m_WidgetStates != null) { // Clear all the states from memory foreach (var state in m_WidgetStates) { var s = state.Value; Undo.ClearUndo(s); // Don't leave dangling states in the global undo/redo stack DestroyImmediate(s); } m_WidgetStates.Clear(); } }