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599 lines
23 KiB
C#
599 lines
23 KiB
C#
2 months ago
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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namespace ES3Internal
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{
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[System.Serializable]
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[DisallowMultipleComponent]
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public abstract class ES3ReferenceMgrBase : MonoBehaviour
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{
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private object _lock = new object();
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public const string referencePropertyName = "_ES3Ref";
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private static ES3ReferenceMgrBase _current = null;
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#if UNITY_EDITOR
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private const int CollectDependenciesDepth = 5;
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protected static bool isEnteringPlayMode = false;
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#endif
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private static System.Random rng;
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[HideInInspector]
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public bool openPrefabs = false; // Whether the prefab list should be open in the Editor.
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public List<ES3Prefab> prefabs = new List<ES3Prefab>();
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public static ES3ReferenceMgrBase Current
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{
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get
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{
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// If the reference manager hasn't been assigned, or we've got a reference to a manager in a different scene which isn't marked as DontDestroyOnLoad, look for this scene's manager.
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if (_current == null || (_current.gameObject.scene.buildIndex != -1 && _current.gameObject.scene != SceneManager.GetActiveScene()))
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{
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var scene = SceneManager.GetActiveScene();
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var roots = scene.GetRootGameObjects();
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// First, look for Easy Save 3 Manager in the top-level.
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foreach (var root in roots)
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if (root.name == "Easy Save 3 Manager")
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return _current = root.GetComponent<ES3ReferenceMgr>();
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// If the user has moved or renamed the Easy Save 3 Manager, we need to perform a deep search.
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foreach (var root in roots)
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if ((_current = root.GetComponentInChildren<ES3ReferenceMgr>()) != null)
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return _current;
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}
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return _current;
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}
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}
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public bool IsInitialised { get { return idRef.Count > 0; } }
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[SerializeField]
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public ES3IdRefDictionary idRef = new ES3IdRefDictionary();
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private ES3RefIdDictionary _refId = null;
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public ES3RefIdDictionary refId
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{
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get
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{
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if (_refId == null)
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{
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_refId = new ES3RefIdDictionary();
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// Populate the reverse dictionary with the items from the normal dictionary.
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foreach (var kvp in idRef)
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if (kvp.Value != null)
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_refId[kvp.Value] = kvp.Key;
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}
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return _refId;
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}
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set
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{
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_refId = value;
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}
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}
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public ES3GlobalReferences GlobalReferences
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{
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get
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{
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return ES3GlobalReferences.Instance;
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}
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}
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public void Awake()
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{
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if (_current != null && _current != this)
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{
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var existing = _current;
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/* We intentionally use Current rather than _current here, as _current may contain a reference to a manager in another scene,
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* but Current only returns the Manager for the active scene. */
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if (Current != null)
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{
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existing.Merge(this);
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if (gameObject.name.Contains("Easy Save 3 Manager"))
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Destroy(this.gameObject);
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else
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Destroy(this);
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_current = existing; // Undo the call to Current, which may have set it to NULL.
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}
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}
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else
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_current = this;
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}
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// Merges two managers, not allowing any clashes of IDs
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public void Merge(ES3ReferenceMgrBase otherMgr)
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{
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foreach (var kvp in otherMgr.idRef)
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Add(kvp.Value, kvp.Key);
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}
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public 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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internal UnityEngine.Object Get(long id, Type type)
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{
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if (id == -1)
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return null;
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UnityEngine.Object obj;
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if (!idRef.TryGetValue(id, out obj))
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{
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if (GlobalReferences != null)
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{
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var globalRef = GlobalReferences.Get(id);
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if (globalRef != null)
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return globalRef;
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}
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ES3Debug.LogWarning("Reference for " + type + " with ID " + id + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene. If you are loading objects dynamically, this warning is expected and can be ignored.", this);
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return null;
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}
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if (obj == null) // If obj has been marked as destroyed but not yet destroyed, don't return it.
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return null;
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return obj;
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}
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public UnityEngine.Object Get(long id, bool suppressWarnings = false)
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{
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if (id == -1)
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return null;
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UnityEngine.Object obj;
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if (!idRef.TryGetValue(id, out obj))
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{
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if (GlobalReferences != null)
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{
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var globalRef = GlobalReferences.Get(id);
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if (globalRef != null)
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return globalRef;
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}
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if (!suppressWarnings) ES3Internal.ES3Debug.LogWarning("Reference for property ID " + id + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene. If you are loading objects dynamically, this warning is expected and can be ignored.", this);
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return null;
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}
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if (obj == null) // If obj has been marked as destroyed but not yet destroyed, don't return it.
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return null;
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return obj;
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}
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public ES3Prefab GetPrefab(long id, bool suppressWarnings = false)
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{
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for (int i = 0; i < prefabs.Count; i++)
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if (prefabs[i] != null && prefabs[i].prefabId == id)
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return prefabs[i];
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if (!suppressWarnings) ES3Internal.ES3Debug.LogWarning("Prefab with ID " + id + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene.", this);
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return null;
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}
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public long GetPrefab(ES3Prefab prefab, bool suppressWarnings = false)
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{
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for (int i = 0; i < prefabs.Count; i++)
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if (prefabs[i] == prefab)
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return prefabs[i].prefabId;
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if (!suppressWarnings) ES3Internal.ES3Debug.LogWarning("Prefab with name " + prefab.name + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene.", prefab);
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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 it already exists in the list, do nothing.
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if (refId.TryGetValue(obj, out id))
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return id;
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if (GlobalReferences != null)
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{
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id = GlobalReferences.GetOrAdd(obj);
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if (id != -1)
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{
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Add(obj, id);
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return id;
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}
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}
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lock (_lock)
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{
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// Add the reference to the Dictionary.
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id = GetNewRefID();
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return Add(obj, id);
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}
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}
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public long Add(UnityEngine.Object obj, long id)
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{
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if (!CanBeSaved(obj))
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return -1;
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// If the ID is -1, auto-generate an ID.
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if (id == -1)
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id = GetNewRefID();
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// Add the reference to the Dictionary.
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lock (_lock)
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{
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idRef[id] = obj;
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refId[obj] = id;
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}
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return id;
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}
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public bool AddPrefab(ES3Prefab prefab)
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{
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if (!prefabs.Contains(prefab))
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{
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prefabs.Add(prefab);
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return true;
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}
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return false;
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}
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public void Remove(UnityEngine.Object obj)
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{
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lock (_lock)
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{
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refId.Remove(obj);
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// There may be multiple references with the same ID, so remove them all.
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foreach (var item in idRef.Where(kvp => kvp.Value == obj).ToList())
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idRef.Remove(item.Key);
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}
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}
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public void Remove(long referenceID)
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{
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lock (_lock)
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{
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idRef.Remove(referenceID);
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// There may be multiple references with the same ID, so remove them all.
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foreach (var item in refId.Where(kvp => kvp.Value == referenceID).ToList())
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refId.Remove(item.Key);
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}
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}
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public void RemoveNullValues()
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{
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var nullKeys = idRef.Where(pair => pair.Value == null)
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.Select(pair => pair.Key).ToList();
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foreach (var key in nullKeys)
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idRef.Remove(key);
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if (GlobalReferences != null)
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GlobalReferences.RemoveInvalidKeys();
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}
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public void Clear()
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{
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lock (_lock)
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{
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refId.Clear();
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idRef.Clear();
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}
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}
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public bool Contains(UnityEngine.Object obj)
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{
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return refId.ContainsKey(obj);
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}
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public bool Contains(long referenceID)
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{
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return idRef.ContainsKey(referenceID);
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}
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public void ChangeId(long oldId, long newId)
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{
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idRef.ChangeKey(oldId, newId);
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// Empty the refId so it has to be refreshed.
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refId = null;
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}
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internal static long GetNewRefID()
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{
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if (rng == null)
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rng = new System.Random();
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byte[] buf = new byte[8];
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rng.NextBytes(buf);
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long longRand = BitConverter.ToInt64(buf, 0);
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return (System.Math.Abs(longRand % (long.MaxValue - 0)) + 0);
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}
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#if UNITY_EDITOR
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/*
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* Collects all top-level dependencies of an object.
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* For GameObjects, it will traverse all children.
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* For Components or ScriptableObjects, it will get all serialisable UnityEngine.Object fields/properties as dependencies.
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*/
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public static HashSet<UnityEngine.Object> CollectDependencies(UnityEngine.Object[] objs, HashSet<UnityEngine.Object> dependencies = null, int depth = CollectDependenciesDepth)
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{
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if (depth < 0)
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return dependencies;
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if (dependencies == null)
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dependencies = new HashSet<UnityEngine.Object>();
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foreach (var obj in objs)
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{
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if (obj == null)
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continue;
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var type = obj.GetType();
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// Skip types which don't need processing
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if (type == typeof(ES3ReferenceMgr) || type == typeof(ES3AutoSaveMgr) || type == typeof(ES3AutoSave) || type == typeof(ES3InspectorInfo))
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continue;
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// Add the prefab to the manager but don't process it. We'll use this to work out what prefabs to add to the prefabs list later.
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if (type == typeof(ES3Prefab))
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{
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dependencies.Add(obj);
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continue;
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}
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// If it's a GameObject, get the GameObject's Components and collect their dependencies.
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if (type == typeof(GameObject))
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{
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var go = (GameObject)obj;
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dependencies.Add(go);
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// Get the dependencies of each Component in the GameObject.
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CollectDependencies(go.GetComponents<Component>(), dependencies, depth - 1);
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// Get the dependencies of each child in the GameObject.
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foreach (Transform child in go.transform)
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CollectDependencies(child.gameObject, dependencies, depth); // Don't decrement child, as we consider this a top-level object.
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}
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// Else if it's a Component or ScriptableObject, add the values of any UnityEngine.Object fields as dependencies.
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else
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CollectDependenciesFromFields(obj, dependencies, depth - 1);
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}
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return dependencies;
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}
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public static HashSet<UnityEngine.Object> CollectDependencies(UnityEngine.Object obj, HashSet<UnityEngine.Object> dependencies = null, int depth = CollectDependenciesDepth)
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{
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return CollectDependencies(new UnityEngine.Object[] { obj }, dependencies, depth);
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}
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private static void CollectDependenciesFromFields(UnityEngine.Object obj, HashSet<UnityEngine.Object> dependencies, int depth)
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{
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// If we've already collected dependencies for this, do nothing.
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if (!dependencies.Add(obj))
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return;
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if (depth < 0)
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return;
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var type = obj.GetType();
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if (isEnteringPlayMode && type == typeof(UnityEngine.UI.Text))
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return;
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try
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{
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// SerializedObject is expensive, so for known classes we manually gather references.
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if (type == typeof(Animator) || obj is Transform || type == typeof(CanvasRenderer) || type == typeof(Mesh) || type == typeof(AudioClip) || type == typeof(Rigidbody) || obj is Texture || obj is HorizontalOrVerticalLayoutGroup)
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return;
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if (obj is Graphic)
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{
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var m = (Graphic)obj;
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dependencies.Add(m.material);
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dependencies.Add(m.defaultMaterial);
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dependencies.Add(m.mainTexture);
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if (type == typeof(Text))
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{
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var text = (Text)obj;
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dependencies.Add(text.font);
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}
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else if (type == typeof(Image))
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{
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var img = (Image)obj;
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dependencies.Add(img.sprite);
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}
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return;
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}
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if(type == typeof(Mesh))
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{
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if (UnityEditor.AssetDatabase.Contains(obj))
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dependencies.Add(obj);
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return;
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}
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if (type == typeof(Material))
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{
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dependencies.Add(((Material)obj).shader);
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return;
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}
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if (type == typeof(MeshFilter))
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{
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dependencies.Add(((MeshFilter)obj).sharedMesh);
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return;
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}
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if(type == typeof(MeshCollider))
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{
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var mc = (MeshCollider)obj;
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dependencies.Add(mc.sharedMesh);
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dependencies.Add(mc.sharedMaterial);
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dependencies.Add(mc.attachedRigidbody);
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return;
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}
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if (type == typeof(Camera))
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{
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var c = (Camera)obj;
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dependencies.Add(c.targetTexture);
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return;
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}
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if (type == typeof(SkinnedMeshRenderer))
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dependencies.Add(((SkinnedMeshRenderer)obj).sharedMesh); // Don't return. Let this fall through to the if(obj is renderer) call.
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else if (type == typeof(SpriteRenderer))
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dependencies.Add(((SpriteRenderer)obj).sprite); // Don't return. Let this fall through to the if(obj is renderer) call.
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else if (type == typeof(ParticleSystemRenderer))
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dependencies.Add(((ParticleSystemRenderer)obj).mesh); // Don't return. Let this fall through to the if(obj is renderer) call.
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if (obj is Renderer)
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{
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dependencies.UnionWith(((Renderer)obj).sharedMaterials);
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return;
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}
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}
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catch { }
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var so = new UnityEditor.SerializedObject(obj);
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||
|
if (so == null)
|
||
|
return;
|
||
|
|
||
|
var property = so.GetIterator();
|
||
|
if (property == null)
|
||
|
return;
|
||
|
|
||
|
// Iterate through each of this object's properties.
|
||
|
while (property.NextVisible(true))
|
||
|
{
|
||
|
try
|
||
|
{
|
||
|
// If it's an array which contains UnityEngine.Objects, add them as dependencies.
|
||
|
if (property.isArray)
|
||
|
{
|
||
|
for (int i = 0; i < property.arraySize; i++)
|
||
|
{
|
||
|
var element = property.GetArrayElementAtIndex(i);
|
||
|
|
||
|
// If the array contains UnityEngine.Object types, add them to the dependencies.
|
||
|
if (element.propertyType == UnityEditor.SerializedPropertyType.ObjectReference)
|
||
|
{
|
||
|
var elementValue = element.objectReferenceValue;
|
||
|
var elementType = elementValue.GetType();
|
||
|
|
||
|
// If it's a GameObject, use CollectDependencies so that Components are also added.
|
||
|
if (elementType == typeof(GameObject))
|
||
|
{
|
||
|
// Only collect deeper dependencies if this GameObject hasn't already had its dependencies added.
|
||
|
if (dependencies.Add(elementValue))
|
||
|
CollectDependencies(elementValue, dependencies, depth - 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Only collect more dependencies if we've not already added them for this object.
|
||
|
if (dependencies.Add(elementValue))
|
||
|
CollectDependenciesFromFields(elementValue, dependencies, depth - 1);
|
||
|
}
|
||
|
}
|
||
|
// Otherwise this array does not contain UnityEngine.Object types, so we should stop.
|
||
|
else
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
// Else if it's a normal UnityEngine.Object field, add it.
|
||
|
else if (property.propertyType == UnityEditor.SerializedPropertyType.ObjectReference)
|
||
|
{
|
||
|
var propertyValue = property.objectReferenceValue;
|
||
|
if (propertyValue == null)
|
||
|
break;
|
||
|
|
||
|
// If it's a GameObject, use CollectDependencies so that Components are also added.
|
||
|
if (propertyValue.GetType() == typeof(GameObject))
|
||
|
{
|
||
|
// Only collect deeper dependencies if this GameObject hasn't already had its dependencies added.
|
||
|
if (dependencies.Add(propertyValue))
|
||
|
CollectDependencies(propertyValue, dependencies, depth - 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Only add more dependencies if we've not already added them for this object.
|
||
|
if (dependencies.Add(propertyValue))
|
||
|
CollectDependenciesFromFields(propertyValue, dependencies, depth - 1);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
catch { }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Called in the Editor when this Component is added.
|
||
|
private void Reset()
|
||
|
{
|
||
|
// Ensure that Component can only be added by going to Assets > Easy Save 3 > Add Manager to Scene.
|
||
|
if (gameObject.name != "Easy Save 3 Manager")
|
||
|
{
|
||
|
UnityEditor.EditorUtility.DisplayDialog("Cannot add ES3ReferenceMgr directly", "Please go to 'Assets > Easy Save 3 > Add Manager to Scene' to add an Easy Save 3 Manager to your scene.", "Ok");
|
||
|
DestroyImmediate(this);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
internal static bool CanBeSaved(UnityEngine.Object obj)
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
if (obj == null)
|
||
|
return true;
|
||
|
|
||
|
var type = obj.GetType();
|
||
|
|
||
|
// Check if any of the hide flags determine that it should not be saved.
|
||
|
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)))
|
||
|
{
|
||
|
// Meshes are marked with HideAndDontSave, but shouldn't be ignored.
|
||
|
if (type == typeof(Mesh) || type == typeof(Material))
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Exclude the Easy Save 3 Manager, and all components attached to it.
|
||
|
if (obj.name == "Easy Save 3 Manager")
|
||
|
return false;
|
||
|
#endif
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[System.Serializable]
|
||
|
public class ES3IdRefDictionary : ES3SerializableDictionary<long, UnityEngine.Object>
|
||
|
{
|
||
|
protected override bool KeysAreEqual(long a, long b)
|
||
|
{
|
||
|
return a == b;
|
||
|
}
|
||
|
|
||
|
protected override bool ValuesAreEqual(UnityEngine.Object a, UnityEngine.Object b)
|
||
|
{
|
||
|
return a == b;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
|
||
|
[System.Serializable]
|
||
|
public class ES3RefIdDictionary : ES3SerializableDictionary<UnityEngine.Object, long>
|
||
|
{
|
||
|
protected override bool KeysAreEqual(UnityEngine.Object a, UnityEngine.Object b)
|
||
|
{
|
||
|
return a == b;
|
||
|
}
|
||
|
|
||
|
protected override bool ValuesAreEqual(long a, long b)
|
||
|
{
|
||
|
return a == b;
|
||
|
}
|
||
|
}
|
||
|
}
|