/// <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 ProcessCanvas(ref savedCanvas, createWorkingCopy); NodeEditorCallbacks.IssueOnLoadCanvas(savedCanvas); return(savedCanvas); }
/// <summary> /// Loads the NodeCanvas from the asset file at path and optionally creates a working copy of it before returning /// </summary> public static NodeCanvas LoadNodeCanvas(string path, bool createWorkingCopy) { if (string.IsNullOrEmpty(path)) { throw new System.ArgumentNullException("Cannot load Canvas: No path specified!"); } path = ResourceManager.PreparePath(path); // Load only the NodeCanvas from the save file NodeCanvas nodeCanvas = ResourceManager.LoadResource <NodeCanvas> (path); if (nodeCanvas == null) { throw new UnityException("Cannot load NodeCanvas: The file at the specified path '" + path + "' is no valid save file as it does not contain a NodeCanvas!"); } #if UNITY_EDITOR if (!Application.isPlaying && (nodeCanvas.editorStates == null || nodeCanvas.editorStates.Length == 0)) { // Try to load any contained editorStates, as the canvas did not reference any nodeCanvas.editorStates = ResourceManager.LoadResources <NodeEditorState> (path); } #endif // Set the path as the new source of the canvas nodeCanvas.UpdateSource(path); // Postprocess the loaded canvas ProcessCanvas(ref nodeCanvas, createWorkingCopy); NodeEditorCallbacks.IssueOnLoadCanvas(nodeCanvas); return(nodeCanvas); }
/// <summary> /// Loads the NodeCanvas from the asset file at path and optionally creates a working copy of it before returning /// </summary> public static NodeCanvas LoadNodeCanvas(string path, bool createWorkingCopy) { if (!File.Exists(path)) { throw new UnityException("Cannot Load NodeCanvas: File '" + path + "' deos not exist!"); } // Load only the NodeCanvas from the save file NodeCanvas nodeCanvas = ResourceManager.LoadResource <NodeCanvas> (path); if (nodeCanvas == null) { throw new UnityException("Cannot Load NodeCanvas: The file at the specified path '" + path + "' is no valid save file as it does not contain a NodeCanvas!"); } path = ResourceManager.PreparePath(path); nodeCanvas.UpdateSource(path); #if UNITY_EDITOR if (!Application.isPlaying && (nodeCanvas.editorStates == null || nodeCanvas.editorStates.Length == 0)) { // Try to load any contained editorStates, possibly old format that did not references the states in the canvas nodeCanvas.editorStates = ResourceManager.LoadResources <NodeEditorState> (path); } #endif // Postprocess the loaded canvas ProcessCanvas(ref nodeCanvas, createWorkingCopy); #if UNITY_EDITOR UnityEditor.AssetDatabase.Refresh(); #endif NodeEditorCallbacks.IssueOnLoadCanvas(nodeCanvas); return(nodeCanvas); }
/// <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); }
/// <summary> /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path /// </summary> public static void SaveNodeCanvas(string path, ref NodeCanvas nodeCanvas, bool createWorkingCopy = false, bool safeOverwrite = true) { #if !UNITY_EDITOR throw new System.NotImplementedException(); #else if (string.IsNullOrEmpty(path)) { throw new System.ArgumentNullException("Cannot save NodeCanvas: No path specified!"); } if (nodeCanvas == null) { throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path + "' 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 (nodeCanvas.allowSceneSaveOnly) { throw new System.InvalidOperationException("Cannot save NodeCanvas: NodeCanvas is marked to contain scene data and cannot be saved as an asset!"); } nodeCanvas.Validate(); if (nodeCanvas.livesInScene) { Debug.LogWarning("Attempting to save scene canvas '" + nodeCanvas.name + "' to an asset, references to scene object may be broken!" + (!createWorkingCopy? " Forcing creation of working copy!" : "")); createWorkingCopy = true; } if (UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path) { Debug.LogWarning("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing creation of working copy!"); nodeCanvas = CreateWorkingCopy(nodeCanvas); } // Prepare and update source path of the canvas path = ResourceManager.PreparePath(path); nodeCanvas.UpdateSource(path); // Preprocess the canvas NodeCanvas processedCanvas = nodeCanvas; processedCanvas.OnBeforeSavingCanvas(); if (createWorkingCopy) { processedCanvas = CreateWorkingCopy(processedCanvas); } // Differenciate canvasSave as the canvas asset and nodeCanvas as the source incase an existing save has been overwritten NodeCanvas canvasSave = processedCanvas; NodeCanvas prevSave; if (safeOverwrite && (prevSave = ResourceManager.LoadResource <NodeCanvas> (path)) != null && prevSave.GetType() == canvasSave.GetType()) { // OVERWRITE: Delete contents of old save Object[] subAssets = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(path); for (int i = 0; i < subAssets.Length; i++) { // Delete all subassets except the main canvas to preserve references if (subAssets[i] != prevSave) { Object.DestroyImmediate(subAssets[i], true); } } // Overwrite main canvas OverwriteCanvas(ref prevSave, processedCanvas); canvasSave = prevSave; } else { // Write main canvas UnityEditor.AssetDatabase.DeleteAsset(path); UnityEditor.AssetDatabase.CreateAsset(processedCanvas, path); } // Write editorStates AddSubAssets(processedCanvas.editorStates, canvasSave); // Write nodes + contents foreach (Node node in processedCanvas.nodes) { // Write node and additional scriptable objects AddSubAsset(node, canvasSave); AddSubAssets(node.GetScriptableObjects(), node); // Make sure all node ports are included in the representative connectionPorts list ConnectionPortManager.UpdatePortLists(node); foreach (ConnectionPort port in node.connectionPorts) { AddSubAsset(port, node); } } XProfile.Begin("-"); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); XProfile.End(true); NodeEditorCallbacks.IssueOnSaveCanvas(canvasSave); #endif }
/// <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); }
/// <summary> /// Saves the the specified NodeCanvas as a new asset at path, optionally as a working copy and overwriting any existing save at path /// </summary> public static void SaveNodeCanvas(string path, ref NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true) { #if !UNITY_EDITOR throw new System.NotImplementedException(); // TODO: Node Editor: Need to implement ingame-saving (Resources, AsssetBundles, ... won't work) #endif if (string.IsNullOrEmpty(path)) { throw new System.ArgumentNullException("Cannot save NodeCanvas: No path specified!"); } if (nodeCanvas == null) { throw new System.ArgumentNullException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path '" + path + "' 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 (nodeCanvas.livesInScene) { Debug.LogWarning("Attempting to save scene canvas '" + nodeCanvas.name + "' to an asset, references to scene object may be broken!" + (!createWorkingCopy? " Forcing creation of working copy!" : "")); createWorkingCopy = true; } #if UNITY_EDITOR if (UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path) { Debug.LogWarning("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing creation of working copy!"); ProcessCanvas(ref nodeCanvas, true); } #endif #if UNITY_EDITOR // Prepare and update source path of the canvas path = ResourceManager.PreparePath(path); nodeCanvas.UpdateSource(path); // Preprocess the canvas NodeCanvas processedCanvas = nodeCanvas; processedCanvas.OnBeforeSavingCanvas(); ProcessCanvas(ref processedCanvas, createWorkingCopy); // Differenciate canvasSave as the canvas asset and nodeCanvas as the source incase an existing save has been overwritten NodeCanvas canvasSave = processedCanvas; NodeCanvas prevSave; if (safeOverwrite && (prevSave = ResourceManager.LoadResource <NodeCanvas> (path)) != null && prevSave.GetType() == canvasSave.GetType()) { // OVERWRITE: Delete contents of old save for (int nodeCnt = 0; nodeCnt < prevSave.nodes.Count; nodeCnt++) { Node node = prevSave.nodes[nodeCnt]; for (int knobCnt = 0; knobCnt < node.nodeKnobs.Count; knobCnt++) { if (node.nodeKnobs[knobCnt] != null) { Object.DestroyImmediate(node.nodeKnobs[knobCnt], true); } } Object.DestroyImmediate(node, true); } for (int i = 0; i < prevSave.editorStates.Length; i++) { if (prevSave.editorStates[i] != null) { Object.DestroyImmediate(prevSave.editorStates[i], true); } } // Overwrite main canvas OverwriteCanvas(ref prevSave, processedCanvas); canvasSave = prevSave; } else { // Write main canvas UnityEditor.AssetDatabase.CreateAsset(processedCanvas, path); } // Write editorStates AddSubAssets(processedCanvas.editorStates, canvasSave); // Write nodes + contents foreach (Node node in processedCanvas.nodes) { // Write node and additional scriptable objects AddSubAsset(node, canvasSave); AddSubAssets(node.GetScriptableObjects(), node); foreach (NodeKnob knob in node.nodeKnobs) { AddSubAsset(knob, node); } } //UnityEditor.AssetDatabase.SaveAssets (); //UnityEditor.AssetDatabase.Refresh (); NodeEditorCallbacks.IssueOnSaveCanvas(canvasSave); #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, bool safeOverwrite = true) { if (string.IsNullOrEmpty(saveName)) { Debug.LogError("Cannot save Canvas to scene: No save name specified!"); return; } if (nodeCanvas.GetType() == typeof(NodeCanvas)) { throw new UnityException("Cannot save NodeCanvas: The NodeCanvas has no explicit type: '" + nodeCanvas.GetType().ToString() + "'. Please convert it to a valid type!"); } 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(true); } nodeCanvas.livesInScene = true; nodeCanvas.name = saveName; nodeCanvas.OnBeforeSavingCanvas(); nodeCanvas.UpdateSource("SCENE/" + saveName); NodeCanvas savedCanvas = nodeCanvas; // Preprocess canvas ProcessCanvas(ref savedCanvas, createWorkingCopy); // Get the saveHolder and store the canvas NodeCanvasSceneSave sceneSave; #if UNITY_EDITOR if ((sceneSave = FindSceneSave(saveName)) != null && safeOverwrite) // OVERWRITE { OverwriteCanvas(ref sceneSave.savedNodeCanvas, savedCanvas); } else { if (sceneSave == null) { sceneSave = CreateSceneSave(saveName); } sceneSave.savedNodeCanvas = savedCanvas; } if (!Application.isPlaying) { #if UNITY_5_3_OR_NEWER UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEngine.SceneManagement.SceneManager.GetActiveScene()); #else UnityEditor.EditorApplication.MarkSceneDirty(); #endif } #else sceneSave = FindOrCreateSceneSave(saveName); sceneSave.savedNodeCanvas = savedCanvas; #endif #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty(sceneSaveHolder); #endif }
/// <summary> /// Saves the the given NodeCanvas along with the given NodeEditorStates if specified as a new asset, optionally as working copies /// </summary> public static void SaveNodeCanvas(string path, NodeCanvas nodeCanvas, bool createWorkingCopy, bool safeOverwrite = true) { #if !UNITY_EDITOR throw new System.NotImplementedException(); #endif if (string.IsNullOrEmpty(path) || !path.StartsWith("Assets")) { throw new UnityException("Cannot save NodeCanvas: Invalid path specified: '" + path + "'!"); } if (nodeCanvas == null) { throw new UnityException("Cannot save NodeCanvas: The specified NodeCanvas that should be saved to path " + path + " is null!"); } if (nodeCanvas.GetType() == typeof(NodeCanvas)) { throw new UnityException("Cannot save NodeCanvas: The NodeCanvas has no explicit type: '" + nodeCanvas.GetType().ToString() + "'. Please convert it to a valid type!"); } if (nodeCanvas.livesInScene) { Debug.LogWarning("Attempting to save scene canvas " + nodeCanvas.name + " to an asset, scene object references may be broken!" + (!createWorkingCopy? " No workingCopy is going to be created, so your scene save is broken, too!" : "")); } #if UNITY_EDITOR if (!createWorkingCopy && UnityEditor.AssetDatabase.Contains(nodeCanvas) && UnityEditor.AssetDatabase.GetAssetPath(nodeCanvas) != path) { Debug.LogError("Trying to create a duplicate save file for '" + nodeCanvas.name + "'! Forcing to create a working copy!"); createWorkingCopy = true; } #endif path = ResourceManager.PreparePath(path); nodeCanvas.OnBeforeSavingCanvas(); NodeCanvas canvasSave = nodeCanvas; #if UNITY_EDITOR nodeCanvas.UpdateSource(path); // Preprocess the canvas ProcessCanvas(ref nodeCanvas, createWorkingCopy); nodeCanvas.livesInScene = false; canvasSave = nodeCanvas; NodeCanvas prevSave; if (safeOverwrite && (prevSave = ResourceManager.LoadResource <NodeCanvas> (path)) != null && prevSave.GetType() == canvasSave.GetType()) // OVERWRITE { // Delete contents of old save for (int nodeCnt = 0; nodeCnt < prevSave.nodes.Count; nodeCnt++) { Node node = prevSave.nodes[nodeCnt]; for (int knobCnt = 0; knobCnt < node.nodeKnobs.Count; knobCnt++) { if (node.nodeKnobs[knobCnt] != null) { Object.DestroyImmediate(node.nodeKnobs[knobCnt], true); } } Object.DestroyImmediate(node, true); } for (int i = 0; i < prevSave.editorStates.Length; i++) { if (prevSave.editorStates[i] != null) { Object.DestroyImmediate(prevSave.editorStates[i], true); } } // Overwrite main canvas OverwriteCanvas(ref prevSave, nodeCanvas); canvasSave = prevSave; } else { // Write main canvas UnityEditor.AssetDatabase.CreateAsset(nodeCanvas, path); } // Write editorStates AddSubAssets(nodeCanvas.editorStates, canvasSave); // Write nodes + contents foreach (Node node in nodeCanvas.nodes) { // Write node and additional scriptable objects AddSubAsset(node, canvasSave); AddSubAssets(node.GetScriptableObjects(), node); foreach (NodeKnob knob in node.nodeKnobs) { // Write knobs and their additional scriptable objects AddSubAsset(knob, node); AddSubAssets(knob.GetScriptableObjects(), knob); } } //UnityEditor.AssetDatabase.SaveAssets (); //UnityEditor.AssetDatabase.Refresh (); #else // TODO: Node Editor: Need to implement ingame-saving (Resources, AsssetBundles, ... won't work) #endif NodeEditorCallbacks.IssueOnSaveCanvas(canvasSave); }