Пример #1
0
        private void LoadCache()
        {
            string lastSessionName = EditorPrefs.GetString("NodeEditorLastSession");
            string path            = tempSessionPath + "/LastSession.asset";

            mainNodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, false);
            if (mainNodeCanvas == null)
            {
                NewNodeCanvas();
            }
            else
            {
                mainNodeCanvas.name = lastSessionName;
                List <NodeEditorState> editorStates = NodeEditorSaveManager.LoadEditorStates(path, false);
                if (editorStates == null || editorStates.Count == 0 || (mainEditorState = editorStates.Find(x => x.name == "MainEditorState")) == null)
                {                 // New NodeEditorState
                    mainEditorState        = CreateInstance <NodeEditorState> ();
                    mainEditorState.canvas = mainNodeCanvas;
                    mainEditorState.name   = "MainEditorState";
                    NodeEditorSaveManager.AddSubAsset(mainEditorState, path);
                    AssetDatabase.SaveAssets();
                    AssetDatabase.Refresh();
                }
            }
        }
Пример #2
0
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Load the NodeCanvas
            mainNodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true);
            if (mainNodeCanvas == null)
            {
                Debug.Log("Error loading NodeCanvas from '" + path + "'!");
                NewNodeCanvas();
                return;
            }

            // Load the associated MainEditorState
            List <NodeEditorState> editorStates = NodeEditorSaveManager.LoadEditorStates(path, true);

            if (editorStates.Count == 0)
            {
                mainEditorState = ScriptableObject.CreateInstance <NodeEditorState> ();
                Debug.LogError("The save file '" + path + "' did not contain an associated NodeEditorState!");
            }
            else
            {
                mainEditorState = editorStates.Find(x => x.name == "MainEditorState");
                if (mainEditorState == null)
                {
                    mainEditorState = editorStates[0];
                }
            }
            mainEditorState.canvas = mainNodeCanvas;

            openedCanvasPath = path;
            NodeEditor.RecalculateAll(mainNodeCanvas);
            SaveCache();
            Repaint();
        }
Пример #3
0
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        private void LoadCache()
        {
                        #if UNITY_EDITOR
            if (!useCache)
            {
                NewNodeCanvas();
                return;
            }
            // Try to load the NodeCanvas
            if (
                (!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, cacheWorkingCopy)) == null) &&                    // Check for asset cache
                (nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas("lastSession", cacheWorkingCopy)) == null)                                                      // Check for scene cache
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
                        #if EDITOR_CACHE_ASSET
            if (!nodeCanvas.livesInScene && !UnityEditor.AssetDatabase.Contains(editorState))
            {
                NodeEditorSaveManager.AddSubAsset(editorState, lastSessionPath);
            }
                        #endif


            CheckCurrentCache();
            UpdateCanvasInfo();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();
                        #endif
        }
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        private void LoadCache()
        {
            if (!useCache)
            {
                NewNodeCanvas();
                return;
            }
            // Try to load the NodeCanvas
            if (!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, false)) == null)
            //if(true)
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            if (!UnityEditor.AssetDatabase.Contains(editorState))
            {
                NodeEditorSaveManager.AddSubAsset(editorState, lastSessionPath);
            }

            CheckCurrentCache();

            NodeEditor.RecalculateAll(nodeCanvas);
            NodeEditor.RepaintClients();
        }
Пример #5
0
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        public void LoadCache()
        {
#if CACHE
            if (!useCache)
            {             // Simply create a ne canvas
                NewNodeCanvas();
                return;
            }

            // Try to load the NodeCanvas
            if ((!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, cacheWorkingCopy)) == null) &&                    // Check for asset cache
                (nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas("lastSession", cacheWorkingCopy)) == null)                                                      // Check for scene cache
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            UpdateCanvasInfo();
            nodeCanvas.Validate();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();
#endif
        }
Пример #6
0
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Try to load the NodeCanvas
            if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true)) == null)
            {
                NewNodeCanvas();
                return;
            }
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);

            openedCanvasPath = path;
            RecreateCache();
            UpdateCanvasInfo();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();
        }
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Try to load the NodeCanvas
            if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true)) == null)
            {
                NewNodeCanvas();
                return;
            }
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);

            openedCanvasPath = path;
            if (useCache)
            {
                SaveCache();
            }
            NodeEditor.RecalculateAll(nodeCanvas);
            NodeEditor.RepaintClients();
        }
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        public void LoadCache()
        {
#if CACHE
            if (!useCache)
            {             // Simply create a ne canvas
                NewNodeCanvas();
                return;
            }

            bool skipLoad = false;
            if (cacheMemorySODump)
            {             // Check if a memory dump has been found, if so, load that
                nodeCanvas = ResourceManager.LoadResource <NodeCanvas>(SOMemoryDumpPath);
                if (nodeCanvas != null && !nodeCanvas.Validate(false))
                {
                    Debug.LogWarning("Cache Dump corrupted! Loading crash-proof lastSession, you might have lost a bit of work. \n "
                                     + "To prevent this from happening in the future, allow the Node Editor to properly save the cache "
                                     + "by clicking out of the window before switching scenes, since there are no callbacks to facilitate this!");
                    nodeCanvas = null;
                    UnityEditor.AssetDatabase.DeleteAsset(SOMemoryDumpPath);
                }
                if (nodeCanvas != null)
                {
                    skipLoad = true;
                }
            }

            // Try to load the NodeCanvas
            if (!skipLoad &&
                (!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, cacheWorkingCopy)) == null) &&                    // Check for asset cache
                (nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas("lastSession", cacheWorkingCopy)) == null)                                                      // Check for scene cache
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            UpdateCanvasInfo();
            nodeCanvas.Validate();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();
#endif
        }
Пример #9
0
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            // Try to load the NodeCanvas
            if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true)) == null)
            {
                NewNodeCanvas();
                return;
            }
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);

            openedCanvasPath = path;
            nodeCanvas.Validate();
            RecreateCache();
            UpdateCanvasInfo();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();

#if UNITY_EDITOR
            UnityEditor.AssetDatabase.DeleteAsset(SOMemoryDumpPath);
            NodeEditorUndoActions.CompleteSOMemoryDump(nodeCanvas);
#endif
        }
Пример #10
0
        /// <summary>
        /// Loads the mainNodeCanvas and it's associated mainEditorState from an asset at path
        /// 加载一个Canvas
        /// </summary>
        public void LoadNodeCanvas(string path)
        {
            //如果路径一致,说明是同一个canvas
            if (NodeEditor.curEditorState != null && NodeEditor.curEditorState.canvas != null && (NodeEditor.curEditorState.canvas.savePath == path ||
                                                                                                  path.Contains(NodeEditor.curEditorState.canvas.savePath)) && (
                    NodeEditorSaveManager.GetLastCanvasPath() == path || path.Contains(NodeEditorSaveManager.GetLastCanvasPath())))
            {
                this.nodeCanvas = NodeEditor.curEditorState.canvas;
                return;
            }

            //如果不存在路径,则新建一个DefaultCanvas
            if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path)) == null)
            {
                NewNodeCanvas();
                return;
            }

            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            nodeCanvas.Validate();
            UpdateCanvasInfo();
            NodeEditor.RepaintClients();
            Debug.Log($"加载{path}成功");
        }
Пример #11
0
        /// <summary>
        /// Loads the canvas from the cache save file
        /// Called whenever a reload was made
        /// </summary>
        public void LoadCache()
        {
#if CACHE
            if (!useCache)
            {             // Simply create a ne canvas
                NewNodeCanvas();
                return;
            }

            bool skipLoad = false;
            if (cacheMemorySODump)
            {             // Check if a memory dump has been found, if so, load that
                nodeCanvas = ResourceManager.LoadResource <NodeCanvas>(SOMemoryDumpPath);
                if (nodeCanvas != null)
                {
                    skipLoad = true;
                }
            }

            // Try to load the NodeCanvas
            if (!skipLoad &&
                (!File.Exists(lastSessionPath) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(lastSessionPath, cacheWorkingCopy)) == null) &&                    // Check for asset cache
                (nodeCanvas = NodeEditorSaveManager.LoadSceneNodeCanvas("lastSession", cacheWorkingCopy)) == null)                                                      // Check for scene cache
            {
                NewNodeCanvas();
                return;
            }

            // Fetch the associated MainEditorState
            editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier);
            UpdateCanvasInfo();
            nodeCanvas.Validate();
            nodeCanvas.TraverseAll();
            NodeEditor.RepaintClients();
#endif
        }