public void SaveSceneNodeCanvas(string path) { nodeCanvas.editorStates = new NodeEditorState[] { editorState }; NodeEditorSaveManager.SaveSceneNodeCanvas(path, ref nodeCanvas, true); editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier); #if UNITY_EDITOR if (useCache) { DeleteCache(); } #endif NodeEditor.RepaintClients(); }
private void SaveCache() { if (!useCache) { return; } if (nodeCanvas.livesInScene) { DeleteCache(); return; } nodeCanvas.editorStates = new NodeEditorState[] { editorState }; NodeEditorSaveManager.SaveNodeCanvas(lastSessionPath, nodeCanvas, false); CheckCurrentCache(); }
public void LoadNodeCanvas(string path) { if (!File.Exists(path) || (nodeCanvas = NodeEditorSaveManager.LoadNodeCanvas(path, true)) == null) { NewNodeCanvas(); return; } editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier); openedCanvasPath = path; #if UNITY_EDITOR if (useCache) { SaveCache(); } #endif NodeEditor.RecalculateAll(nodeCanvas); NodeEditor.RepaintClients(); }
public void SaveNodeCanvas(string path) { nodeCanvas.editorStates = new NodeEditorState[] { editorState }; NodeEditorSaveManager.SaveNodeCanvas(path, nodeCanvas, true); NodeEditor.RepaintClients(); }
public void SetCanvas(NodeCanvas canvas) { nodeCanvas = canvas; editorState = NodeEditorSaveManager.ExtractEditorState(nodeCanvas, MainEditorStateIdentifier); NodeEditor.RepaintClients(); }