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118 lines
4.1 KiB
C#
118 lines
4.1 KiB
C#
2 months ago
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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 ES3Internal;
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using UnityEngine.SceneManagement;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using System.Reflection;
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using System;
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#endif
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public class ES3ReferenceMgr : ES3ReferenceMgrBase
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{
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#if UNITY_EDITOR
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void RefreshDependencies(bool isEnteringPlayMode = false)
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{
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ES3ReferenceMgrBase.isEnteringPlayMode = isEnteringPlayMode;
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// If we're not adding all prefabs to the manager, clear the prefabs array each time we refresh the dependencies.
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if (!ES3Settings.defaultSettingsScriptableObject.addAllPrefabsToManager)
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prefabs.Clear();
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// This will get the dependencies for all GameObjects and Components from the active scene.
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AddDependencies(this.gameObject.scene.GetRootGameObjects());
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AddPrefabsToManager();
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RemoveNullValues();
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ES3ReferenceMgrBase.isEnteringPlayMode = false;
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void Optimize()
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{
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var dependencies = CollectDependencies(this.gameObject.scene.GetRootGameObjects());
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var notDependenciesOfScene = new HashSet<UnityEngine.Object>();
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foreach (var kvp in idRef)
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if (!dependencies.Contains(kvp.Value))
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notDependenciesOfScene.Add(kvp.Value);
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foreach (var obj in notDependenciesOfScene)
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{
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Remove(obj);
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}
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependencies(UnityEngine.Object[] objs)
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{
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for (int i = 0; i < objs.Length; i++)
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{
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var obj = objs[i];
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if (obj.name == "Easy Save 3 Manager")
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continue;
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var dependencies = CollectDependencies(obj);
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foreach (var dependency in dependencies)
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{
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if (dependency != null)
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{
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Add(dependency);
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// Add the prefab if it's referenced by this scene.
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if (dependency.GetType() == typeof(ES3Prefab))
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AddPrefabToManager((ES3Prefab)dependency);
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}
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}
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}
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependencies(UnityEngine.Object obj)
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{
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AddDependencies(new UnityEngine.Object[] { obj });
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void GeneratePrefabReferences()
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{
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AddPrefabsToManager();
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foreach (var es3Prefab in prefabs)
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es3Prefab.GeneratePrefabReferences();
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddPrefabsToManager()
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{
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if (ES3Settings.defaultSettingsScriptableObject.addAllPrefabsToManager)
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{
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// Clear any null values. This isn't necessary if we're not adding all prefabs to manager as the list is cleared each time.
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if (this.prefabs.RemoveAll(item => item == null) > 0)
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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foreach (var es3Prefab in Resources.FindObjectsOfTypeAll<ES3Prefab>())
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AddPrefabToManager(es3Prefab);
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}
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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private void AddPrefabToManager(ES3Prefab es3Prefab)
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{
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try
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{
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if (es3Prefab != null && EditorUtility.IsPersistent(es3Prefab))
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if(AddPrefab(es3Prefab))
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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es3Prefab.GeneratePrefabReferences();
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}
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catch { }
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}
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#endif
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}
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