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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace ES3Internal
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{
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public class ES3GlobalReferences : ScriptableObject
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{
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#if !UNITY_EDITOR || ES3GLOBAL_DISABLED
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public static ES3GlobalReferences Instance{ get{ return null; } }
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public UnityEngine.Object Get(long id){return null;}
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public long GetOrAdd(UnityEngine.Object obj){return -1;}
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public void RemoveInvalidKeys(){}
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#else
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#if ES3GLOBAL_DISABLED
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private static bool useGlobalReferences = false;
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#else
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private static bool useGlobalReferences = true;
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#endif
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private const string globalReferencesPath = "ES3/ES3GlobalReferences";
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public ES3RefIdDictionary refId = new ES3RefIdDictionary();
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private static ES3GlobalReferences _globalReferences = null;
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public static ES3GlobalReferences Instance
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{
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get
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{
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// If Global References is disabled, we still keep it enabled unless we're playing so that ES3ReferenceMgrs in different scenes still use the same IDs.
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if (Application.isPlaying && !useGlobalReferences)
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return null;
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if (_globalReferences == null)
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{
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_globalReferences = Resources.Load<ES3GlobalReferences>(globalReferencesPath);
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if (_globalReferences == null)
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{
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_globalReferences = ScriptableObject.CreateInstance<ES3GlobalReferences>();
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// If this is the version being submitted to the Asset Store, don't include ES3Defaults.
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if (Application.productName.Contains("ES3 Release"))
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{
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Debug.Log("This has been identified as a release build as the title contains 'ES3 Release', so ES3GlobalReferences will not be created.");
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return _globalReferences;
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}
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ES3Settings.CreateDefaultSettingsFolder();
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UnityEditor.AssetDatabase.CreateAsset(_globalReferences, PathToGlobalReferences());
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UnityEditor.AssetDatabase.SaveAssets();
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}
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}
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return _globalReferences;
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}
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}
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private long Get(UnityEngine.Object obj)
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{
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if (obj == null)
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return -1;
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long id;
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if (!refId.TryGetValue(obj, out id))
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return -1;
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return id;
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}
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public UnityEngine.Object Get(long id)
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{
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foreach(var kvp in refId)
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if (kvp.Value == id)
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return kvp.Key;
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return null;
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}
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public void RemoveInvalidKeys()
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{
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var newRefId = new ES3RefIdDictionary();
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foreach (var kvp in refId)
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{
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var obj = kvp.Key;
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if (obj == null)
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continue;
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if ((((obj.hideFlags & HideFlags.DontSave) == HideFlags.DontSave) ||
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((obj.hideFlags & HideFlags.DontSaveInBuild) == HideFlags.DontSaveInBuild) ||
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((obj.hideFlags & HideFlags.DontSaveInEditor) == HideFlags.DontSaveInEditor) ||
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((obj.hideFlags & HideFlags.HideAndDontSave) == HideFlags.HideAndDontSave)))
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{
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var type = obj.GetType();
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// Meshes are marked with HideAndDontSave, but shouldn't be ignored.
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if (type != typeof(Mesh) && type != typeof(Material))
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continue;
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}
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newRefId.Add(obj, kvp.Value);
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}
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refId = newRefId;
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}
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public long GetOrAdd(UnityEngine.Object obj)
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{
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var id = Get(obj);
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// Only add items to global references when it's not playing.
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if (!Application.isPlaying && id == -1 && UnityEditor.AssetDatabase.Contains(obj) && ES3ReferenceMgr.CanBeSaved(obj))
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{
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id = ES3ReferenceMgrBase.GetNewRefID();
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refId.Add(obj, id);
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UnityEditor.EditorUtility.SetDirty(this);
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}
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return id;
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}
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private static string PathToGlobalReferences()
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{
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return ES3Settings.PathToEasySaveFolder() + "Resources/" + globalReferencesPath +".asset";
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}
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#endif
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}
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}
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