diff --git a/Assets/Scripts/MeshPainter.Persistence.cs b/Assets/Scripts/MeshPainter.Persistence.cs
index 0701d45..a771516 100644
--- a/Assets/Scripts/MeshPainter.Persistence.cs
+++ b/Assets/Scripts/MeshPainter.Persistence.cs
@@ -71,14 +71,15 @@ public partial class MeshPainter
}
///
- /// Writes the current painted maps to a new named slot. Returns false without writing if the painter
- /// is not ready or a slot with this name already exists (no silent overwrite).
+ /// Writes the current painted maps to a named slot. Returns false without writing if the painter is
+ /// not ready. An existing slot of the same name is overwritten only when
+ /// is true; otherwise the call fails rather than clobbering it.
///
- public bool SavePaintAs(string name)
+ public bool SavePaintAs(string name, bool overwrite = false)
{
if (!_setupValid || string.IsNullOrWhiteSpace(name)) return false;
name = name.Trim();
- if (PaintExists(name)) return false;
+ if (!overwrite && PaintExists(name)) return false;
try
{
diff --git a/Assets/Scripts/PaintHud.Library.cs b/Assets/Scripts/PaintHud.Library.cs
index fb52090..dd40f06 100644
--- a/Assets/Scripts/PaintHud.Library.cs
+++ b/Assets/Scripts/PaintHud.Library.cs
@@ -9,9 +9,10 @@ using UnityEngine.UI;
/// list, an entry template, and the Save / Confirm dialogs) is authored inside the PaintHudPanel layout
/// prefab - this code only finds those objects by their stable names and wires the behaviour, exactly like
/// does for the brush widgets. The list is populated by cloning the authored
-/// Lib_EntryTemplate per saved slot. Save opens a name dialog (blocked if the name already exists, no
-/// overwrite); Load and Delete go through a confirmation dialog. Loading replaces the current painting and,
-/// when networked, re-broadcasts the loaded state to every other peer.
+/// Lib_EntryTemplate per saved slot. Save opens a name dialog (an existing name is overwritten, with a
+/// warning shown while typing); Load applies the selected slot immediately; Delete goes through a
+/// confirmation dialog. Loading replaces the current painting and, when networked, re-broadcasts the
+/// loaded state to every other peer.
///
public partial class PaintHud
{
@@ -55,7 +56,6 @@ public partial class PaintHud
private static readonly Color EntryNormal = new Color(0.18f, 0.18f, 0.22f, 1f);
private static readonly Color EntrySelected = new Color(0.20f, 0.45f, 0.80f, 1f);
- private static readonly Color OkAccent = new Color(0.20f, 0.45f, 0.80f, 1f);
private static readonly Color OkDanger = new Color(0.62f, 0.26f, 0.26f, 1f);
// --- Bind (find authored objects, hook listeners) ---
@@ -200,17 +200,19 @@ public partial class PaintHud
string name = _nameInput ? _nameInput.text.Trim() : "";
bool empty = string.IsNullOrEmpty(name);
bool exists = !empty && MeshPainter.PaintExists(name);
- if (_saveOkButton) _saveOkButton.interactable = !empty && !exists && painter;
- if (_saveInfo) _saveInfo.text = exists ? "A painting with this name already exists." : "";
+ // Overwrite is allowed -> the OK button stays enabled even when the name exists; the warning is
+ // purely informational so you know you are about to replace an existing slot.
+ if (_saveOkButton) _saveOkButton.interactable = !empty && painter;
+ if (_saveInfo) _saveInfo.text = exists ? "A painting with this name already exists and will be overwritten." : "";
}
private void ConfirmSave()
{
if (!painter || !_nameInput) return;
string name = _nameInput.text.Trim();
- if (string.IsNullOrEmpty(name) || MeshPainter.PaintExists(name)) { ValidateSaveName(); return; }
+ if (string.IsNullOrEmpty(name)) { ValidateSaveName(); return; }
- if (painter.SavePaintAs(name))
+ if (painter.SavePaintAs(name, overwrite: true))
{
_selectedPainting = name;
if (_saveDialog) _saveDialog.SetActive(false);
@@ -225,8 +227,7 @@ public partial class PaintHud
private void OnLoadClicked()
{
if (!painter || string.IsNullOrEmpty(_selectedPainting)) return;
- string name = _selectedPainting;
- ShowConfirm($"Load \"{name}\"?\nThe current painting will be lost.", OkAccent, () => DoLoad(name));
+ DoLoad(_selectedPainting); // load immediately, no confirmation
}
private void OnDeleteClicked()