Пример #1
0
        /// <summary>
        /// Saves the current project or module to the assets directory
        ///
        /// NOTE: If the project has never been saved before a `Save As` is called instead
        /// </summary>
        public static bool Save()
        {
            var persistentObject = EditorContext.PersistentObject;

            // No `PersistenceId` means this object has never been saved, promt the user with the `Save As` instead
            if (string.IsNullOrEmpty(persistentObject.PersistenceId))
            {
                return(SaveAs());
            }

            // Use a DontSaveScope since saving may trigger the `OnWillSaveAssets` callback
            using (new UTinyModificationProcessor.DontSaveScope())
            {
                var path = UTinyPersistence.PersistObject(persistentObject);

                if (string.IsNullOrEmpty(path))
                {
                    return(false);
                }
            }

            UTinyEditorPrefs.SaveWorkspace(EditorContext.Workspace, persistentObject.PersistenceId);
            OnSaveProject?.Invoke(EditorContext.Project);
            UTinyModificationProcessor.ClearChanged();

            return(true);
        }
Пример #2
0
        public static bool SaveAs()
        {
            var persistentObject = EditorContext.PersistentObject;
            var extension        = UTinyPersistence.GetFileExtension(persistentObject);

            var path = EditorUtility.SaveFilePanelInProject($"Save {ContextType}", persistentObject.Name, extension.Substring(1), string.Empty);

            if (string.IsNullOrEmpty(path))
            {
                return(false);
            }

            // Use a DontSaveScope since saving may trigger the `OnWillSaveAssets` callback
            using (new UTinyModificationProcessor.DontSaveScope())
            {
                // Fix-up the name
                persistentObject.Name = Path.GetFileNameWithoutExtension(path);

                // Flush the caretaker so this operation is not undoable
                EditorContext.Caretaker.Update();

                path = UTinyPersistence.PersistObjectAs(persistentObject, path);

                if (string.IsNullOrEmpty(path))
                {
                    return(false);
                }
            }

            UTinyEditorPrefs.SaveWorkspace(EditorContext.Workspace, persistentObject.PersistenceId);
            OnSaveProject?.Invoke(EditorContext.Project);
            UTinyModificationProcessor.ClearChanged();

            return(true);
        }
Пример #3
0
        /// <summary>
        /// Closes the current Tiny project
        /// </summary>
        public static void Close()
        {
            if (null == EditorContext)
            {
                return;
            }

            OnCloseProject?.Invoke(EditorContext.Project);

            EditorContext?.Unload();
            EditorContext = null;

            UTinyTemp.Delete();
            UTinyModificationProcessor.ClearChanged();
        }
Пример #4
0
        private static void LoadContext(UTinyEditorContext context, bool isChanged)
        {
            Assert.IsNotNull(context);

            UTinyModificationProcessor.ClearChanged();

            // @NOTE Loading a project can cause a Unity scene to change or be loaded during this operation we dont want to trigger a save
            using (new UTinyModificationProcessor.DontSaveScope())
            {
                // Cleanup the previous context
                if (context != EditorContext)
                {
                    EditorContext?.Unload();
                }

                // Load the new context
                EditorContext = context;
                EditorContext.Load();

                // Setup the initial state
                s_WorkspaceVersion = EditorContext.Workspace.Version;

                OnLoadProject?.Invoke(EditorContext.Project);

                // Flush the Undo stack
                EditorContext.Undo.Update();

                // Listen for ANY changes and flag the project as changed (*)
                EditorContext.Caretaker.OnObjectChanged += (originator, memento) => { UTinyModificationProcessor.MarkChanged(); };
                EditorContext.Undo.OnUndoPerformed      += UTinyModificationProcessor.MarkChanged;
                EditorContext.Undo.OnRedoPerformed      += UTinyModificationProcessor.MarkChanged;
            }

            if (isChanged)
            {
                UTinyModificationProcessor.MarkChanged();
            }
        }
Пример #5
0
        private static void Update()
        {
            if (EditorApplication.isPlayingOrWillChangePlaymode)
            {
                return;
            }

            if (null == EditorContext)
            {
                // Flush asset changes from the persistence system
                // We don't care about any changes unless we have a project loaded
                UTinyPersistence.ClearChanges();
                return;
            }

            // Poll for workspace changes
            if (null != EditorContext.Workspace && s_WorkspaceVersion != EditorContext.Workspace.Version)
            {
                UTinyEditorPrefs.SaveWorkspace(EditorContext.Workspace, EditorContext.PersistentObject.PersistenceId);
                s_WorkspaceVersion = EditorContext.Workspace.Version;
            }

            // Poll for file/asset changes
            var changes = UTinyPersistence.DetectChanges(Registry);

            if (changes.changesDetected)
            {
                var persistenceId = EditorContext.PersistentObject.PersistenceId;

                foreach (var change in changes.changedSources)
                {
                    // The currently opened project or module has been changed on disc
                    if (change.Equals(persistenceId))
                    {
                        // Ask the user if they want to keep their changes or reload from disc
                        if (EditorUtility.DisplayDialog($"{UTinyConstants.ApplicationName} assets changed", $"{UTinyConstants.ApplicationName} assets have changed on disk, would you like to reload the current project?", "Yes", "No"))
                        {
                            LoadPersistenceId(persistenceId);
                        }
                        else
                        {
                            UTinyModificationProcessor.MarkChanged();
                        }
                    }
                    else
                    {
                        // This is some other file. We assume they are in a readonly state and we silently reload the object
                        UTinyPersistence.ReloadObject(EditorContext.Registry, change);
                    }
                }

                foreach (var deletion in changes.deletedSources)
                {
                    // The currently opened project or module has been deleted on disc
                    if (deletion.Equals(persistenceId))
                    {
                        // Ask the user if they want to keep their changes or close the project
                        if (EditorUtility.DisplayDialog($"{UTinyConstants.ApplicationName} assets changed", "The current project has been deleted, would you like to close the current project?", "Yes", "No"))
                        {
                            // Force close the project
                            Close();
                        }
                        else
                        {
                            UTinyModificationProcessor.MarkChanged();
                            EditorContext.PersistentObject.PersistenceId = string.Empty;
                        }
                    }
                    else
                    {
                        // This is some other file. We assume they are in a readonly state and we silently reload the object
                        EditorContext.Registry.UnregisterAllBySource(deletion);
                    }
                }

                foreach (var moved in changes.movedSources)
                {
                    if (!moved.Equals(persistenceId))
                    {
                        continue;
                    }

                    var path  = AssetDatabase.GUIDToAssetPath(moved);
                    var asset = AssetDatabase.LoadAssetAtPath(path, typeof(UnityEngine.Object));
                    if (null != asset)
                    {
                        EditorContext.PersistentObject.Name = asset.name;
                    }
                }

                OnChangesDetected?.Invoke();
            }

            // Poll for module or project changes
            if (EditorContext.ContextType == EditorContextType.Project && (s_ProjectVersion != EditorContext.Project.Version || s_ModuleVersion != EditorContext.Module.Version))
            {
                EditorContext.Project.RefreshConfiguration();
                s_ProjectVersion = EditorContext.Project.Version;
                s_ModuleVersion  = EditorContext.Module.Version;
            }

            if (s_Save)
            {
                s_Save = false;

                // NOTE: It is possible that this call will fail
                Save();
            }
        }