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Question by Scuba Kay · May 03, 2016 at 01:33 PM · copy-paste

Accessing the pasted object during commandName Paste and Duplicate

Currently I'm working on a piece of code for copying and pasting certain game objects. I am using the Event.current.commandName to check for a Paste or Duplicate event. When this event occurs I want to get access to the pasted gameObject, but the selection would still be the copied element. I solved this by adding a flag to my class, signaling that we pasted an object. Now we can use OnSelectionChanged to do everything we need:

 private static void HandleCopyPaste()
 {
     Event e = Event.current;
     if (e.commandName == "Paste" || e.commandName == "Duplicate")
     {
         pasted = true;
     }
 }

 static void OnSelectionChange()
 {
     if (pasted)
     {
         GameObject selected = Selection.activeGameObject;
         // Do stuff
         pasted = false;
     }
 }

My problem: When I paste two gameObjects quickly after oneanother, the first gameObject never goes through the if(pasted), missing my crucial // Do stuff, which in turn breaks my code.

Also, I doubt this method will work when handling multiple gameObjects.

My question: Is there a better way to get the gameObject(s) that is (are) being pasted? Can we maybe access the clipboard?

[edit] So basically this is what I would want:

 private static void HandleCopyPaste()
 {
     Event e = Event.current;
     if (e.commandName == "Paste" || e.commandName == "Duplicate")
     {
         GameObject pastedObject = GetPastedObject();
         pastedObject.DoStuff();
     }
 }

Is there a way to access the pasted object during the commandName "Paste"?

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Answer by Piflik · May 03, 2016 at 01:54 PM

Off the top of my head: Add the pasted object to a Queue. If your //Do stuff is always the same, then just loop through the Queue. (List or Stack or similar would also work equally well)

If your //Do stuff depends on the source object, you might want to define a struct to handle that.

 struct PasteObject {
     GameObject obj;
     GameObject source;
 }
 
 Queue<PasteObject> objs = new Queue<PasteObject>();
 
 void PasteNewObject(GameObject source) {
     objs.Enque(new PasteObject {Selection.activeObject, source});
 }
 
 void HandlePastedObjects() {
     while(!objs.isEmpty) {
         PasteObject po = objs.Deque(); 
         //Do stuff with po.obj and po.source
     }
 }

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avatar image Scuba Kay · May 03, 2016 at 02:15 PM 0
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Using a queue is a great idea, but the problem I am facing is not having access to the gameObject that is being pasted. I need to erase some components on the new object, but the selection still holds the original object.

That is why I waited for OnSelectionChanged, but when copy-pasting quickly, the selection changed will not be called for every object I pasted, therefor it will not erase the components.

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