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Fixed Flowchart objects break when made into a prefab #275

master
chrisgregan 9 years ago
parent
commit
69dbc5d019
  1. 9
      Assets/Fungus/Flowchart/Editor/BlockEditor.cs
  2. 3
      Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs

9
Assets/Fungus/Flowchart/Editor/BlockEditor.cs

@ -399,6 +399,9 @@ namespace Fungus
newHandler.parentBlock = block;
block.eventHandler = newHandler;
}
// Because this is an async call, we need to force prefab instances to record changes
PrefabUtility.RecordPrefabInstancePropertyModifications(block);
}
protected virtual void UpdateIndentLevels(Block block)
@ -764,6 +767,9 @@ namespace Fungus
{
block.commandList.Add(newCommand);
}
// Because this is an async call, we need to force prefab instances to record changes
PrefabUtility.RecordPrefabInstancePropertyModifications(block);
}
public virtual void ShowContextMenu()
@ -968,6 +974,9 @@ namespace Fungus
}
}
// Because this is an async call, we need to force prefab instances to record changes
PrefabUtility.RecordPrefabInstancePropertyModifications(block);
Repaint();
}

3
Assets/Fungus/Flowchart/Editor/FlowchartEditor.cs

@ -229,6 +229,9 @@ namespace Fungus
Variable newVariable = flowchart.gameObject.AddComponent(variableType) as Variable;
newVariable.key = flowchart.GetUniqueVariableKey("");
flowchart.variables.Add(newVariable);
// Because this is an async call, we need to force prefab instances to record changes
PrefabUtility.RecordPrefabInstancePropertyModifications(flowchart);
}
public static List<System.Type> FindAllDerivedTypes<T>()

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