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don't save empty record in asset editor
1 parent c7d6f4a commit c7f189c

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3 files changed

+7
-5
lines changed

3 files changed

+7
-5
lines changed

TLM/TLM/Lifecycle/AssetDataExtension.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -43,7 +43,7 @@ public static void OnAssetSavedImpl(string name, object asset, out Dictionary<st
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Log.Info("AssetDataExtension.OnAssetSavedImpl(): prefab is " + prefab);
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var assetData = AssetData.GetAssetData(prefab);
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if (assetData == null) {
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Log._Debug("AssetDataExtension.OnAssetSavedImpl(): No segments to record.");
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Log._Debug("AssetDataExtension.OnAssetSavedImpl(): Nothing to record.");
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} else {
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Log._Debug("AssetDataExtension.OnAssetSavedImpl(): assetData=" + assetData);
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userData = new Dictionary<string, byte[]>();

TLM/TLM/Manager/Impl/TrafficLightManager.cs

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -12,8 +12,6 @@ namespace TrafficManager.Manager.Impl {
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using ColossalFramework;
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using TrafficManager.TrafficLight.Impl;
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using TrafficManager.API.Traffic.Data;
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using static EconomyManager;
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using UnityEngine.Networking.Types;
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/// <summary>
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/// Manages traffic light toggling

TLM/TLM/State/Asset/AssetData.cs

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -37,10 +37,14 @@ public static AssetData GetAssetData(BuildingInfo prefab) {
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if (!HasPaths(prefab)) {
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return null;
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}
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var record = RecordAll();
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if (record == null || record.IsDefault()) {
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return null;
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}
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return new AssetData {
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Version = VersionUtil.ModVersion,
43-
Record = RecordAll(),
47+
Record = record,
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PathNetworkIDs = GetPathsNetworkIDs(prefab),
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};
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}

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