/// <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); }
/// <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); } } }
/// <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; }