REname to AppleMachine
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@@ -157,7 +157,7 @@ namespace Editor
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var componentType = component.GetType();
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if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
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{
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bool isAlreadySaveable = component is SaveableStateMachine;
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bool isAlreadySaveable = component is AppleMachine;
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foundStateMachines.Add(new StateMachineInfo
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{
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name = component.gameObject.name,
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@@ -189,7 +189,7 @@ namespace Editor
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var componentType = component.GetType();
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if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
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{
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bool isAlreadySaveable = component is SaveableStateMachine;
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bool isAlreadySaveable = component is AppleMachine;
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foundStateMachines.Add(new StateMachineInfo
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{
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name = component.gameObject.name,
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@@ -336,7 +336,7 @@ namespace Editor
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var componentType = component.GetType();
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if (componentType.Name == "StateMachine" &&
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componentType.Namespace == "Pixelplacement" &&
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!(component is SaveableStateMachine))
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!(component is AppleMachine))
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{
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if (MigrateComponent(component.gameObject, component))
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{
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@@ -369,7 +369,7 @@ namespace Editor
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var componentType = component.GetType();
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if (componentType.Name == "StateMachine" &&
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componentType.Namespace == "Pixelplacement" &&
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!(component is SaveableStateMachine))
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!(component is AppleMachine))
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{
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bool success = MigrateComponent(gameObject, component);
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@@ -412,7 +412,7 @@ namespace Editor
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Object.DestroyImmediate(oldComponent);
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// Add new component
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var newSM = gameObject.AddComponent<SaveableStateMachine>();
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var newSM = gameObject.AddComponent<AppleMachine>();
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// Restore data using SerializedObject
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SerializedObject newSO = new SerializedObject(newSM);
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