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CrowdControl/Assets/3rd/Plugins/Easy Save 3/Scripts/Referencing/ES3GlobalReferences.cs

128 lines
4.5 KiB
C#

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