Esempio n. 1
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        /// <summary>
        /// Loads the nodeCanvas and it's editorState stored in the current scene under the specified name and, if specified, creates working copies before returning
        /// </summary>
        public static NodeCanvas LoadSceneNodeCanvas(string saveName, bool createWorkingCopy)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot load Canvas from scene: No save name specified!");
                return(null);
            }

            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);

            if (sceneSave == null || sceneSave.savedNodeCanvas == null)             // No such save file
            {
                return(null);
            }

            // Extract the saved canvas and editorStates
            NodeCanvas savedCanvas = sceneSave.savedNodeCanvas;

            savedCanvas.livesInScene = true;

            savedCanvas.UpdateSource("SCENE/" + saveName);

            // Postprocess the loaded canvas
            ProcessCanvas(ref savedCanvas, createWorkingCopy);

                        #if UNITY_EDITOR
            UnityEditor.EditorUtility.SetDirty(sceneSaveHolder);
                        #endif

            return(savedCanvas);
        }
Esempio n. 2
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        /// <summary>
        /// Returns the scene save with the specified name in the current scene
        /// </summary>
        private static NodeCanvasSceneSave FindSceneSave(string saveName, bool forceCreation = false)
        {
            string scene = null;

#if UNITY_5_3_OR_NEWER || UNITY_5_3
            bool sceneSpecified = saveName.Contains("::");
            if (sceneSpecified)
            {
                string[] sp = saveName.Split(new string[] { "::" }, System.StringSplitOptions.None);
                scene    = sp[0];
                saveName = sp[1];
            }
#endif

            NodeCanvasSceneSave sceneSave = Object.FindObjectsOfType <NodeCanvasSceneSave>()
#if UNITY_5_3_OR_NEWER || UNITY_5_3 // Filter by scene
                                            .Where((NodeCanvasSceneSave save) => !sceneSpecified || save.savedNodeCanvas == null || save.gameObject.scene.name == scene)
#endif
                                            .FirstOrDefault((NodeCanvasSceneSave save) =>
                                                            save.saveName.ToLower() == saveName.ToLower() ||
                                                            (save.savedNodeCanvas != null && save.savedNodeCanvas.name.ToLower() == saveName.ToLower()));
            if (sceneSave == null && forceCreation)
            {
                sceneSave = CreateSceneSave(saveName, scene);
            }
            return(sceneSave);
        }
Esempio n. 3
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        /// <summary>
        /// Creates a scene save with the specified name in the current scene
        /// </summary>
        private static NodeCanvasSceneSave CreateSceneSave(string saveName, string sceneName = null)
        {
            GameObject          holder    = GetSceneSaveHolder(sceneName);
            NodeCanvasSceneSave sceneSave = holder.AddComponent <NodeCanvasSceneSave>();

            sceneSave.saveName = saveName;
            return(sceneSave);
        }
        /// <summary>
        /// Creates a scene save with the specified name in the current scene
        /// </summary>
        internal static NodeCanvasSceneSave CreateSceneSave(string saveName)
        {
            FetchSceneSaveHolder();
            NodeCanvasSceneSave sceneSave = sceneSaveHolder.AddComponent <NodeCanvasSceneSave> ();

            sceneSave.saveName = saveName;
            return(sceneSave);
        }
        /// <summary>
        /// Returns the scene save with the specified name in the current scene
        /// </summary>
        internal static NodeCanvasSceneSave FindSceneSave(string saveName)
        {
            FetchSceneSaveHolder();
            NodeCanvasSceneSave sceneSave = sceneSaveHolder.GetComponents <NodeCanvasSceneSave> ().ToList().Find((NodeCanvasSceneSave save) =>
                                                                                                                 save.saveName.ToLower() == saveName.ToLower() || (save.savedNodeCanvas != null && save.savedNodeCanvas.name.ToLower() == saveName.ToLower()));

            if (sceneSave != null)
            {
                sceneSave.saveName = saveName;
            }
            return(sceneSave);
        }
Esempio n. 6
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        /// <summary>
        /// Finds a scene save in the current scene with specified name or null if it does not exist
        /// </summary>
        internal static NodeCanvasSceneSave FindOrCreateSceneSave(string saveName)
        {
            FetchSceneSaveHolder();
            NodeCanvasSceneSave sceneSave = sceneSaveHolder.GetComponents <NodeCanvasSceneSave> ().ToList().Find((NodeCanvasSceneSave save) => save.saveName == saveName || save.savedNodeCanvas.name == saveName);

            if (sceneSave == null)
            {
                sceneSave = sceneSaveHolder.AddComponent <NodeCanvasSceneSave> ();
            }
            sceneSave.saveName = saveName;
            return(sceneSave);
        }
Esempio n. 7
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        /// <summary>
        /// Deletes the nodeCanvas stored in the current scene under the specified name
        /// </summary>
        public static void DeleteSceneNodeCanvas(string saveName)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                return;
            }
            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);

            if (sceneSave != null)
            {
                        #if UNITY_EDITOR
                Object.DestroyImmediate(sceneSave);
                        #else
                Object.Destroy(sceneSave);
                        #endif
            }
        }
        /// <summary>
        /// Saves the nodeCanvas in the current scene under the specified name along with the specified editorStates or, if specified, their working copies
        /// If also stored as an asset, it will loose the reference to the asset first
        /// </summary>
        public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot save Canvas to scene: No save name specified!");
                return;
            }

            if (!nodeCanvas.livesInScene
                #if UNITY_EDITOR // Make sure the canvas has no reference to an asset
                || UnityEditor.AssetDatabase.Contains(nodeCanvas)
                #endif
                )
            {
                //Debug.LogWarning ("Forced to create working copy of '" + saveName + "' when saving to scene because it already exists as an asset!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas, true);
            }
            else
            {
                nodeCanvas.Validate();
            }

            nodeCanvas.livesInScene = true;
            nodeCanvas.name         = saveName;

                #if UNITY_EDITOR
            nodeCanvas.BeforeSavingCanvas();
                #endif

            NodeCanvas savedCanvas = nodeCanvas;
            // Preprocess canvas
            ProcessCanvas(ref savedCanvas, createWorkingCopy);

            // Get the saveHolder and store the canvas
            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);
            if (sceneSave == null)
            {
                sceneSave = sceneSaveHolder.AddComponent <NodeCanvasSceneSave> ();
            }
            sceneSave.savedNodeCanvas = savedCanvas;

                #if UNITY_EDITOR
            UnityEditor.EditorUtility.SetDirty(sceneSaveHolder);
                #endif
        }
Esempio n. 9
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        /// <summary>
        /// Deletes the nodeCanvas and it's editorState stored in the current scene under the specified name
        /// </summary>
        public static void DeleteSceneNodeCanvas(string saveName)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot delete Canvas from scene: No save name specified!");
                return;
            }

            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);

            if (sceneSave != null)
            {
                #if UNITY_EDITOR
                Object.DestroyImmediate(sceneSave);
                #else
                Object.Destroy(sceneSave);
                #endif
                //Debug.Log ("Successfully deleted SceneSave " + saveName);
            }
        }
Esempio n. 10
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        /// <summary>
        /// Saves the nodeCanvas in the current scene under the specified name along with the specified editorStates or, if specified, their working copies
        /// If also stored as an asset, it will loose the reference to the asset first
        /// </summary>
        public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot save Canvas to scene: No save name specified!");
                return;
            }

                #if UNITY_EDITOR // Make sure the canvas has no reference to an asset
            if (!createWorkingCopy && UnityEditor.AssetDatabase.Contains(nodeCanvas))
            {
                Debug.LogWarning("Forced to create working copy of '" + saveName + "' when saving to scene because it already exists as an asset!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas, true);
            }
                #endif
            nodeCanvas.livesInScene = true;
            nodeCanvas.name         = saveName;

            // Get the saveHolder and the find the existing stored save or create a new one
            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);
            if (sceneSave == null)
            {
                sceneSave = sceneSaveHolder.AddComponent <NodeCanvasSceneSave> ();
            }

            // Store the canvas and editor states or optionally their working copies
            sceneSave.savedNodeCanvas = nodeCanvas;
            if (createWorkingCopy)
            {
                sceneSave.savedNodeCanvas = CreateWorkingCopy(sceneSave.savedNodeCanvas, true);
                Compress(ref sceneSave.savedNodeCanvas);
            }

                #if UNITY_EDITOR
            nodeCanvas.BeforeSavingCanvas();
            UnityEditor.EditorUtility.SetDirty(sceneSaveHolder);
                #endif
        }
Esempio n. 11
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        public static NodeCanvas LoadSceneNodeCanvas(string saveName, bool createWorkingCopy)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                Debug.LogError("Cannot load Canvas from scene: No save name specified!");
                return(null);
            }
            NodeCanvasSceneSave nodeCanvasSceneSave = FindSceneSave(saveName);

            if ((UnityEngine.Object)nodeCanvasSceneSave == (UnityEngine.Object)null)
            {
                return(null);
            }
            NodeCanvas nodeCanvas = nodeCanvasSceneSave.savedNodeCanvas;

            nodeCanvas.livesInScene = true;
            if (createWorkingCopy)
            {
                nodeCanvas = CreateWorkingCopy(nodeCanvas, true);
            }
            Uncompress(ref nodeCanvas);
            return(nodeCanvas);
        }
Esempio n. 12
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 public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy)
 {
     if (string.IsNullOrEmpty(saveName))
     {
         Debug.LogError("Cannot save Canvas to scene: No save name specified!");
     }
     else
     {
         nodeCanvas.livesInScene = true;
         nodeCanvas.name         = saveName;
         NodeCanvasSceneSave nodeCanvasSceneSave = FindSceneSave(saveName);
         if ((UnityEngine.Object)nodeCanvasSceneSave == (UnityEngine.Object)null)
         {
             nodeCanvasSceneSave = sceneSaveHolder.AddComponent <NodeCanvasSceneSave>();
         }
         nodeCanvasSceneSave.savedNodeCanvas = nodeCanvas;
         if (createWorkingCopy)
         {
             nodeCanvasSceneSave.savedNodeCanvas = CreateWorkingCopy(nodeCanvasSceneSave.savedNodeCanvas, true);
             Compress(ref nodeCanvasSceneSave.savedNodeCanvas);
         }
     }
 }
Esempio n. 13
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        /// <summary>
        /// Loads the nodeCanvas stored in the current scene under the specified name and optionally creates a working copy of it before returning
        /// </summary>
        public static NodeCanvas LoadSceneNodeCanvas(string saveName, bool createWorkingCopy)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                throw new System.ArgumentNullException("Cannot load Canvas from scene: No save name specified!");
            }

            if (saveName.StartsWith("SCENE/"))
            {
                saveName = saveName.Substring(6);
            }

            // Load SceneSave
            NodeCanvasSceneSave sceneSave = FindSceneSave(saveName);

            if (sceneSave == null || sceneSave.savedNodeCanvas == null)
            {
                return(null);
            }

            // Extract the saved canvas and editorStates
            NodeCanvas savedCanvas = sceneSave.savedNodeCanvas;

            // Set the saveName as the new source of the canvas
            savedCanvas.UpdateSource("SCENE/" + saveName);

            // Postprocess the loaded canvas
            savedCanvas.Validate();
            if (createWorkingCopy)
            {
                savedCanvas = CreateWorkingCopy(savedCanvas);
            }

            NodeEditorCallbacks.IssueOnLoadCanvas(savedCanvas);
            return(savedCanvas);
        }
Esempio n. 14
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        /// <summary>
        /// Returns whether a sceneSave with the specified name exists in the current scene
        /// </summary>
        public static bool HasSceneSave(string saveName)
        {
            NodeCanvasSceneSave save = FindSceneSave(saveName);

            return(save != null && save.savedNodeCanvas != null);
        }
Esempio n. 15
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        /// <summary>
        /// Saves the nodeCanvas in the current scene under the specified name, optionally as a working copy and overwriting any existing save at path
        /// If the specified canvas is stored as an asset, the saved canvas will loose the reference to the asset
        /// </summary>
        public static void SaveSceneNodeCanvas(string saveName, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true)
        {
            if (string.IsNullOrEmpty(saveName))
            {
                throw new System.ArgumentNullException("Cannot save Canvas to scene: No save name specified!");
            }
            if (nodeCanvas == null)
            {
                throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved as '" + saveName + "' is null!");
            }
            if (nodeCanvas.GetType() == typeof(NodeCanvas))
            {
                throw new System.ArgumentException("Cannot save NodeCanvas: The NodeCanvas has no explicit type! Please convert it to a valid sub-type of NodeCanvas!");
            }

            if (saveName.StartsWith("SCENE/"))
            {
                saveName = saveName.Substring(6);
            }

            nodeCanvas.Validate();

            if (!nodeCanvas.livesInScene
                #if UNITY_EDITOR // Make sure the canvas has no reference to an asset
                || UnityEditor.AssetDatabase.Contains(nodeCanvas)
                #endif
                )
            {
                Debug.LogWarning("Creating scene save '" + nodeCanvas.name + "' for canvas saved as an asset! Forcing creation of working copy!");
                nodeCanvas = CreateWorkingCopy(nodeCanvas);
            }

            // Update the source of the canvas
            nodeCanvas.UpdateSource("SCENE/" + saveName);

            // Preprocess the canvas
            NodeCanvas processedCanvas = nodeCanvas;
            processedCanvas.OnBeforeSavingCanvas();
            if (createWorkingCopy)
            {
                processedCanvas = CreateWorkingCopy(processedCanvas);
            }

            // Get the saveHolder and store the canvas
            NodeCanvas          savedCanvas = processedCanvas;
            NodeCanvasSceneSave sceneSave   = FindSceneSave(saveName, true);

#if UNITY_EDITOR
            if (sceneSave.savedNodeCanvas != null && safeOverwrite && sceneSave.savedNodeCanvas.GetType() == savedCanvas.GetType())             // OVERWRITE
            {
                OverwriteCanvas(ref sceneSave.savedNodeCanvas, savedCanvas);
            }

            if (!Application.isPlaying)
            {             // Set Dirty
                UnityEditor.EditorUtility.SetDirty(sceneSave.gameObject);
#if UNITY_5_3_OR_NEWER || UNITY_5_3
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(sceneSave.gameObject.scene);
#else
                UnityEditor.EditorApplication.MarkSceneDirty();
                        #endif
            }
#endif
            sceneSave.savedNodeCanvas = savedCanvas;

            NodeEditorCallbacks.IssueOnSaveCanvas(savedCanvas);
        }