Currently, I'm trying to setup a basic undo function in my game. In my setup, I'm just trying to set the gameobject to active from false to true. I have added the undo.recordobject so that unity can keep track of the changes, but what do I need to do afterward? I wanted to create a button that would allow the end-users to undo the previous actions. What steps I'm currently missing in my codes to get my software to perform an undo options?
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using System;
using UnityEditor;
public class LoadAssets : MonoBehaviour
{
public GameObject Mud;
public GameObject DrillFormationMain;
public GameObject DrillFormation1;
public GameObject DrillFormation2;
public GameObject DrillFormation3;
int count = 0;
public void DrillHole()
{
if (count == 0)
{
Mud.SetActive(true);
DrillFormationMain.SetActive(false);
DrillFormation1.SetActive(true);
Undo.RecordObject(DrillFormationMain, "Change");
DrillFormationMain.transform.position = Vector3.zero;
}
else if (count == 1)
{
DrillFormation1.SetActive(false);
DrillFormation2.SetActive(true);
Undo.RecordObject(DrillFormation1, "Change1");
DrillFormation1.transform.position = Vector3.zero;
}
count++;
}
}
Undo
is part of the UnityEditor
namespace.
This namespace (thus the name) only exists within the Unity editor itself and is entirely stripped of in a build
=> You can't use anything from it including ofcourseUndo.RecordObject
for actual runtime code but only for custom Editor scripts.
You will have to come up with another solution for your undo/redo system.
One very simplified example might look like eg
public class UndoableAction
{
public UndoableActionType Type;
public UnityEngine.Object target;
public object from;
public object to;
public UndoableAction(UndoableActionType type, UnityEngine.Object target, object from, object to)
{
Type = type;
Target = target;
From = from;
To = to;
}
}
public enum UndoableActionType
{
Enable,
SetActive,
Position,
// ... according to your needs
}
public class UndoRedoSystem : MonoBehaviour
{
private Stack<UndoableAction> availableUndos = new Stack<UndoableAction>();
private Stack<UndoableAction> availableRedos = new Stack<UndoableAction>();
public void TrackChangeAction(UndoableActionType type, UnityEngine.Object target, object from, object to)
{
// if you change something redo is cleared
availableRedos.Clear();
// Add this action do undoable actions
availableUndos.Push(new UndoableAction(type, target, from, to));
}
public void Redo()
{
if(availableRedos.Count == 0) return;
// get latest entry added to available Redos
var redo = availableRedos.Pop();
switch(redo.Type)
{
case UndoableActionType.Enable:
((Component) redo.target).enabled = (bool)redo.To;
break;
case UndoableActionType.SetActive:
((GameObject) redo.target).SetActive((bool) redo.To);
break;
case UndoableActionType.Position:
((Transform) redo.target).position = (Vector3) redo.To;
break;
// ... According to your needs
}
// finally this is now a new undoable action
availableUndos.Push(redo);
}
public void Undo()
{
if(availableUndos.Count == 0) return;
// get latest entry added to available Undo
var undo = availableUndos.Pop();
switch(undo.Type)
{
case UndoableActionType.Enable:
((Component) undo.target).enabled = (bool)undo.From;
break;
case UndoableActionType.SetActive:
((GameObject) undo.target).SetActive((bool) undo.From);
break;
case UndoableActionType.Position:
((Transform) undo.target).position = (Vector3) undo.From;
break;
// ... According to your needs
}
// finally this is now a new redoable action
availableRedos.Push(undo);
}
}
Now you could do something like eg
SomeGameObject.SetActive(true);
undoSystemReference.TrackChange((UnityEngine.Object)SomeGameObject, (object)false, (object)true);
And later somewhere
undoSystemReference.Undo();
This is ofcourse quite simplified and error prone.
Note Typed on smartphone so no warranty but I hope the idea gets clear
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