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September 18, 2024 06:22
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Simple editor workaround for ScriptableObjects that fix saving changes after play mode.
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#if UNITY_EDITOR | |
using System.Collections.Generic; | |
using ClickerFramework.Abstract; | |
using UnityEngine; | |
using UnityEditor; | |
[InitializeOnLoad] | |
public static class ScriptableObjectProtector | |
{ | |
private static bool _playing = false; | |
static ScriptableObjectProtector() | |
{ | |
EditorApplication.update += OnUpdate; | |
} | |
private static void OnUpdate() | |
{ | |
if (EditorApplication.isPlayingOrWillChangePlaymode && !_playing) | |
{ | |
foreach (var scriptableObject in FindScriptableObjectsByType()) | |
{ | |
EditorUtility.SetDirty(scriptableObject); | |
Undo.RegisterCompleteObjectUndo(scriptableObject, scriptableObject.name); | |
} | |
_playing = true; | |
} | |
if (!EditorApplication.isPlayingOrWillChangePlaymode && _playing) | |
{ | |
//Debug.Log("Revering ScriptableObjects"); | |
_playing = false; | |
Undo.PerformUndo(); | |
} | |
} | |
private static List<ScriptableObject> FindScriptableObjectsByType() | |
{ | |
var assets = new List<ScriptableObject>(); | |
var guids = AssetDatabase.FindAssets($"t:{typeof(ScriptableObject)}"); | |
foreach (var t in guids) | |
{ | |
var assetPath = AssetDatabase.GUIDToAssetPath(t); | |
var asset = AssetDatabase.LoadAssetAtPath<ScriptableObject>(assetPath); | |
if (asset != null) | |
{ | |
assets.Add(asset); | |
} | |
} | |
return assets; | |
} | |
} | |
#endif |
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It looks like this relies on not performing any undo-able action in the Editor during Play mode, since that action would be undone instead. This includes things like selecting something in the project or hierarchy. I wish there was a way to undo a specific action. Still this was very insightful.