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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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using System;
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using ES3Internal;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace ES3Internal
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{
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public class ES3Prefab : MonoBehaviour
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{
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public long prefabId = GetNewRefID();
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/*
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* We need to store references to all dependencies of the prefab because only supported scripts will be serialised.
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* This means that although supported scripts have their dependencies added to the reference manager when we load the prefab,
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* there will not be any dependencies in the reference manager for scripts which are not supported. So it will not be possible to save any reference to these.
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*/
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public ES3RefIdDictionary localRefs = new ES3RefIdDictionary();
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public void Awake()
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{
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// Add the references to the reference list when this prefab is instantiated.
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var mgr = ES3ReferenceMgrBase.Current;
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if (mgr == null)
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return;
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foreach (var kvp in localRefs)
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if (kvp.Key != null)
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mgr.Add(kvp.Key);
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}
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public long Get(UnityEngine.Object obj)
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{
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long id;
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if (localRefs.TryGetValue(obj, out id))
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return id;
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return -1;
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}
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public long Add(UnityEngine.Object obj)
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{
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long id;
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if (localRefs.TryGetValue(obj, out id))
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return id;
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if (!ES3ReferenceMgr.CanBeSaved(obj))
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return -1;
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id = GetNewRefID();
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localRefs.Add(obj, id);
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return id;
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}
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public Dictionary<string, string> GetReferences()
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{
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var localToGlobal = new Dictionary<string, string>();
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var refMgr = ES3ReferenceMgr.Current;
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if (refMgr == null)
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return localToGlobal;
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foreach (var kvp in localRefs)
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{
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long id = refMgr.Add(kvp.Key);
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localToGlobal.Add(kvp.Value.ToString(), id.ToString());
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}
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return localToGlobal;
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}
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public void ApplyReferences(Dictionary<long, long> localToGlobal)
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{
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if (ES3ReferenceMgrBase.Current == null)
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return;
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foreach (var localRef in localRefs)
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{
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long globalId;
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if (localToGlobal.TryGetValue(localRef.Value, out globalId))
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ES3ReferenceMgrBase.Current.Add(localRef.Key, globalId);
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}
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}
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public static long GetNewRefID()
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{
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return ES3ReferenceMgrBase.GetNewRefID();
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}
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#if UNITY_EDITOR
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public void GeneratePrefabReferences()
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{
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if (this.gameObject.scene.name != null)
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return;
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// Create a new reference list so that any objects which are no longer dependencies are removed.
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var tempLocalRefs = new ES3RefIdDictionary();
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// Add the GameObject's dependencies to the reference list.
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foreach (var obj in ES3ReferenceMgr.CollectDependencies(this.gameObject))
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{
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var dependency = (UnityEngine.Object)obj;
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if (obj == null || !ES3ReferenceMgr.CanBeSaved(dependency))
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continue;
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var id = Get(dependency);
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// If we're adding a new reference, do an Undo.RecordObject to ensure it persists.
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if (id == -1)
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{
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Undo.RecordObject(this, "Update Easy Save 3 Prefab");
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EditorUtility.SetDirty(this);
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}
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tempLocalRefs.Add(dependency, id == -1 ? GetNewRefID() : id);
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}
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localRefs = tempLocalRefs;
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}
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#endif
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}
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}
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/*
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* Create a blank ES3Type for ES3Prefab as it does not require serialising/deserialising when stored as a Component.
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*/
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namespace ES3Types
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{
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[UnityEngine.Scripting.Preserve]
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public class ES3Type_ES3Prefab : ES3Type
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{
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public static ES3Type Instance = null;
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public ES3Type_ES3Prefab() : base(typeof(ES3Prefab)) { Instance = this; }
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public override void Write(object obj, ES3Writer writer)
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{
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}
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public override object Read<T>(ES3Reader reader)
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{
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return null;
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}
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}
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/*
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* Use this ES3Type to serialise the .
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*/
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public class ES3Type_ES3PrefabInternal : ES3Type
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{
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public static ES3Type Instance = null;
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public ES3Type_ES3PrefabInternal() : base(typeof(ES3Type_ES3PrefabInternal)) { Instance = this; }
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public override void Write(object obj, ES3Writer writer)
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{
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ES3Prefab es3Prefab = (ES3Prefab)obj;
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writer.WriteProperty("prefabId", es3Prefab.prefabId.ToString(), ES3Type_string.Instance);
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writer.WriteProperty("refs", es3Prefab.GetReferences());
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}
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public override object Read<T>(ES3Reader reader)
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{
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var prefabId = reader.ReadRefProperty();
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// Load as ES3Refs and convert to longs.
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var localToGlobal_refs = reader.ReadProperty<Dictionary<ES3Ref, ES3Ref>>();
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var localToGlobal = new Dictionary<long, long>();
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foreach (var kvp in localToGlobal_refs)
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localToGlobal.Add(kvp.Key.id, kvp.Value.id);
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if (ES3ReferenceMgrBase.Current == null)
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return null;
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var es3Prefab = ES3ReferenceMgrBase.Current.GetPrefab(prefabId);
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if (es3Prefab == null)
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throw new MissingReferenceException("Prefab with ID " + prefabId + " could not be found.\nPress the 'Refresh References' button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in the scene to refresh prefabs.");
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#if UNITY_EDITOR
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// Use PrefabUtility.InstantiatePrefab if we're saving in the Editor and the application isn't playing.
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// This keeps the connection to the prefab, which is useful for Editor scripts saving data outside of runtime.
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var instance = Application.isPlaying ? GameObject.Instantiate(es3Prefab.gameObject) : PrefabUtility.InstantiatePrefab(es3Prefab.gameObject);
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#else
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var instance = GameObject.Instantiate(es3Prefab.gameObject);
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#endif
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var instanceES3Prefab = ((GameObject)instance).GetComponent<ES3Prefab>();
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if (instanceES3Prefab == null)
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throw new MissingReferenceException("Prefab with ID " + prefabId + " was found, but it does not have an ES3Prefab component attached.");
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instanceES3Prefab.ApplyReferences(localToGlobal);
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return instanceES3Prefab.gameObject;
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}
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}
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}
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