This is an editor scripting question. Say I have a List (edit - Built in Array) of GameObjects. I have the user of my editor extension delete some of them from the scene. I register that deletion with the Undo system by using: Undo.DestroyImmediate(MyObject). At the time of deletion I also remove the objects from my List (edit - Built in Array). When the user then presses ‘Undo’, the objects are re-created by Unity’s built in processes. How can I restore them to my list(edit - Built in Array)?
I think this is relevant to this question:
Here are just a few thoughts @SebastianPatric:
- Implement your own undo/redo system
in your editor. So you will need to
add Undo/Redo buttons to your editor
- Make your base items of the list/array seriliazable.
- Define a custom class - to record the actions
done in your editor window - with
some actions like create,delete etc (Enums?),
with each action taking in the
relevant info (A deep copy of the
instance of your list item - this could be a serialized version of the instance?).
- Define a stack of of type action in the
custom class - This could be a static variable of the custom class. Whenever an action is taken in your editor, create the appropriate action object and push it to the stack.
- Add Undo/Redo functions
linked to the buttons in the editor
with their implementation for the
Undo/Redo the action.
You most likely do an undo on a database or file. You have to repopulate the array from data source after undo.