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using System;
using System.Collections.Generic;
using UnityEngine;
namespace UNEB
{
public class CreateNodeAction : UndoableAction
{
private NodeGraph _graph;
private Node _nodeCreated;
// The node referenced can only be destroyed if the
// create action has been undone.
private bool _bCanDeleteNode = false;
public override bool Init()
{
System.Type t = manager.window.state.typeToCreate;
return t != null && typeof(Node).IsAssignableFrom(t);
}
public override void Do()
{
_graph = manager.window.graph;
var state = manager.window.state;
_nodeCreated = SaveManager.CreateNode(state.typeToCreate, _graph);
_nodeCreated.bodyRect.position = manager.window.state.lastClickedPosition;
// Done with this type creation.
state.typeToCreate = null;
}
public override void Undo()
{
_graph.Remove(_nodeCreated);
_bCanDeleteNode = true;
}
public override void Redo()
{
_graph.Add(_nodeCreated);
_bCanDeleteNode = false;
}
public override void OnDestroy()
{
if (_bCanDeleteNode && _nodeCreated) {
ScriptableObject.DestroyImmediate(_nodeCreated, true);
}
}
}
}
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