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Merge pull request #105 from brunomikoski/feature/unity-2021
Feature/unity 2021
2 parents 64ac734 + 729ff26 commit 0f98396

5 files changed

Lines changed: 19 additions & 13 deletions

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CHANGELOG.MD

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@@ -6,6 +6,11 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [Unreleased]
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# [1.9.2]
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### Changed
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- Fixed compatibility issues with Unity 2021
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- Fixed Wizard settings been shared between multiple projects
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# [1.9.1]
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### Changed
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- Fixed non editor builds issue
@@ -344,6 +349,7 @@ public bool IsValidConsumable(Consumable consumable)
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- First initial working version
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[1.9.2]: https://github.com/badawe/ScriptableObjectCollection/releases/tag/v1.9.2
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[1.9.1]: https://github.com/badawe/ScriptableObjectCollection/releases/tag/v1.9.1
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[1.9.0]: https://github.com/badawe/ScriptableObjectCollection/releases/tag/v1.9.0
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[1.8.3]: https://github.com/badawe/ScriptableObjectCollection/releases/tag/v1.8.3

Scripts/Editor/Core/CollectionCustomEditor.cs

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@@ -116,7 +116,7 @@ private void OnClickToAddNewItem(Rect buttonRect, ReorderableList list)
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private float GetCollectionItemHeight(int index)
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{
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if (itemHidden[index])
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if (itemHidden == null || itemHidden[index])
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return 0;
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return Mathf.Max(

Scripts/Editor/Wizzard/CreateCollectionWizard.cs

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@@ -249,33 +249,33 @@ private int MaximumNamespaceDepth
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private static readonly EditorPreferenceBool FoldoutSettings =
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new EditorPreferenceBool(FOLDOUT_SETTINGS_KEY, true);
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private static readonly EditorPreferenceBool FoldoutScriptableObject =
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new EditorPreferenceBool(FOLDOUT_SCRIPTABLE_OBJECT_KEY, false);
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private static readonly EditorPreferenceBool FoldoutScript = new EditorPreferenceBool(FOLDOUT_SCRIPT_KEY, false);
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new EditorPreferenceBool(FOLDOUT_SCRIPTABLE_OBJECT_KEY, false, true);
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private static readonly EditorPreferenceBool FoldoutScript = new EditorPreferenceBool(FOLDOUT_SCRIPT_KEY, false, true);
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private static readonly EditorPreferenceBool WaitingRecompileForContinue =
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new EditorPreferenceBool(WAITING_SCRIPTS_TO_RECOMPILE_TO_CONTINUE_KEY);
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new EditorPreferenceBool(WAITING_SCRIPTS_TO_RECOMPILE_TO_CONTINUE_KEY, false, true);
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private static readonly EditorPreferenceString LastCollectionScriptableObjectPath =
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new EditorPreferenceString(LAST_COLLECTION_SCRIPTABLE_OBJECT_PATH_KEY);
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new EditorPreferenceString(LAST_COLLECTION_SCRIPTABLE_OBJECT_PATH_KEY, null, true);
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private static readonly EditorPreferenceString LastCollectionFullName =
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new EditorPreferenceString(LAST_COLLECTION_FULL_NAME_KEY);
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new EditorPreferenceString(LAST_COLLECTION_FULL_NAME_KEY, null, true);
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private static readonly EditorPreferenceString LastScriptsTargetFolder =
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new EditorPreferenceString(LAST_TARGET_SCRIPTS_FOLDER_KEY);
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new EditorPreferenceString(LAST_TARGET_SCRIPTS_FOLDER_KEY, null, true);
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private static readonly EditorPreferenceString LastGeneratedCollectionScriptPath =
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new EditorPreferenceString(LAST_GENERATED_COLLECTION_SCRIPT_PATH_KEY);
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new EditorPreferenceString(LAST_GENERATED_COLLECTION_SCRIPT_PATH_KEY, null, true);
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private static readonly EditorPreferenceBool CreateFolderForThisCollection =
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new EditorPreferenceBool(CREATE_FOLDER_FOR_THIS_COLLECTION_KEY);
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new EditorPreferenceBool(CREATE_FOLDER_FOR_THIS_COLLECTION_KEY, false, true);
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private static readonly EditorPreferenceBool CreateFolderForThisCollectionScripts =
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new EditorPreferenceBool(CREATE_FOLDER_FOR_THIS_COLLECTION_SCRIPTS_KEY);
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new EditorPreferenceBool(CREATE_FOLDER_FOR_THIS_COLLECTION_SCRIPTS_KEY, false, true);
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private static readonly EditorPreferenceString CollectionFormat =
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new EditorPreferenceString(COLLECTION_FORMAT_KEY, COLLECTION_FORMAT_DEFAULT);
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new EditorPreferenceString(COLLECTION_FORMAT_KEY, COLLECTION_FORMAT_DEFAULT, true);
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private string cachedCollectionName = COLLECTION_NAME_DEFAULT;
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private string CollectionName

Scripts/Runtime/Utils/AssetDatabaseUtils.cs

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@@ -21,8 +21,8 @@ public static void CreatePathIfDontExist(string targetPath)
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public static void RenameAsset(Object targetObject, string newName)
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{
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#if UNITY_EDITOR
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targetObject.name = newName;
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UnityEditor.AssetDatabase.RenameAsset(UnityEditor.AssetDatabase.GetAssetPath(targetObject), newName);
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targetObject.name = newName;
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ObjectUtility.SetDirty(targetObject);
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#endif
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}

package.json

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{
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"name": "com.brunomikoski.scriptableobjectcollection",
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"displayName": "Scriptable Object Collection",
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"version": "1.9.1",
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"version": "1.9.2",
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"unity": "2018.4",
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"description": "A library to help improve the usability of Unity3D Scriptable Objects by grouping then into a collection and exposing then by code or nice inspectors!",
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"keywords": [

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