forked from BilalY/Rasagar
56 lines
1.9 KiB
C#
56 lines
1.9 KiB
C#
using System;
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using UnityEngine;
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namespace UnityEditor.Tilemaps
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{
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internal class TilePaletteSaveUtility
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{
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private class TilePaletteSaveScope : IDisposable
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{
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private GameObject m_GameObject;
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public TilePaletteSaveScope(GameObject paletteInstance)
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{
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m_GameObject = paletteInstance;
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if (m_GameObject != null)
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{
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GridPaintingState.savingPalette = true;
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SetHideFlagsRecursively(paletteInstance, HideFlags.HideInHierarchy);
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var renderers = paletteInstance.GetComponentsInChildren<Renderer>();
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foreach (var renderer in renderers)
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renderer.gameObject.layer = 0;
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}
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}
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public void Dispose()
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{
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if (m_GameObject != null)
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{
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SetHideFlagsRecursively(m_GameObject, HideFlags.HideAndDontSave);
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GridPaintingState.savingPalette = false;
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}
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}
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private void SetHideFlagsRecursively(GameObject root, HideFlags flags)
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{
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root.hideFlags = flags;
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for (int i = 0; i < root.transform.childCount; i++)
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SetHideFlagsRecursively(root.transform.GetChild(i).gameObject, flags);
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}
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}
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public static bool SaveTilePalette(GameObject originalPalette, GameObject paletteInstance)
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{
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var path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(originalPalette);
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if (path == null)
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return false;
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using (new TilePaletteSaveScope(paletteInstance))
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{
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PrefabUtility.SaveAsPrefabAssetAndConnect(paletteInstance, path, InteractionMode.AutomatedAction);
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}
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return true;
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}
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}
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}
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