Class WorkshopDirtyState
- Namespace
- TDMaker.Editor
- Assembly
- TDMaker.Editor.dll
Remembers the last saved (clean) state of the assets an editor window edits, so that Undo back to that state clears the "modified" mark again (Unity keeps an asset dirty after Undo), and so that unsaved edits can be discarded on request. Snapshots are taken once per clean period (when an asset is first seen not dirty), not every frame.
public sealed class WorkshopDirtyState
- Inheritance
-
WorkshopDirtyState
- Inherited Members
Constructors
WorkshopDirtyState()
public WorkshopDirtyState()
Methods
Clear()
Forgets every snapshot.
public void Clear()
Discard(Object)
Restores asset to its last clean snapshot and clears its dirty flag. Returns false when no clean
state is known (the asset was already modified when the window first saw it); the edits then stay in memory.
public bool Discard(Object asset)
Parameters
assetObject
Returns
HasSnapshot(Object)
Whether a clean state of asset is known.
public bool HasSnapshot(Object asset)
Parameters
assetObject
Returns
IsModified(Object)
Whether asset has edits that are not on disk.
public static bool IsModified(Object asset)
Parameters
assetObject
Returns
Observe(Object)
Records the clean state of asset when it is not dirty (call before it gets edited).
public void Observe(Object asset)
Parameters
assetObject
Reconcile(IEnumerable<Object>)
After Undo / Redo: every dirty asset whose data equals its saved snapshot is marked clean again. Returns how many assets were cleared.
public int Reconcile(IEnumerable<Object> assets)
Parameters
assetsIEnumerable<Object>
Returns
ReconcileAll()
Reconciles every asset this tracker has seen.
public int ReconcileAll()
Returns
Save(Object)
Writes asset to disk and takes its new clean snapshot.
public void Save(Object asset)
Parameters
assetObject