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142 lines
3.4 KiB
C#
142 lines
3.4 KiB
C#
using System;
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using System.Linq;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A base class implementing the IMMPersistent interface, designed to be extended
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/// This mostly takes care of the GUID generation and validation
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/// </summary>
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[AddComponentMenu("")]
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public class MMPersistentBase : MonoBehaviour, IMMPersistent
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{
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[Header("Save")]
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/// whether or not this object should be saved
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[Tooltip("whether or not this object should be saved")]
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public bool SaveActive = true;
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[Header("ID")]
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/// an optional suffix to add to the GUID, to make it more readable
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[Tooltip("an optional suffix to add to the GUID, to make it more readable")]
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public string UniqueIDSuffix;
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/// the object's unique ID
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[Tooltip("the object's unique ID")]
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[SerializeField]
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[MMReadOnly]
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protected string _guid;
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/// a debug button used to force a new GUI generation
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[MMInspectorButton("GenerateGuid")]
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public bool GenerateGuidButton;
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/// <summary>
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/// On validate, we make sure the object gets a valid GUID
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/// </summary>
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protected virtual void OnValidate()
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{
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ValidateGuid();
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}
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/// <summary>
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/// Returns the object's GUID
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/// </summary>
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/// <returns></returns>
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public virtual string GetGuid() => _guid;
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/// <summary>
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/// Lets you set the object's GUID
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/// </summary>
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/// <param name="newGUID"></param>
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public virtual void SetGuid(string newGUID) => _guid = newGUID;
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/// <summary>
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/// On save, does nothing, meant to be extended
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/// </summary>
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/// <returns></returns>
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public virtual string OnSave()
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{
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return string.Empty;
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}
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/// <summary>
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/// On load, does nothing, meant to be extended
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/// </summary>
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/// <param name="data"></param>
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public virtual void OnLoad(string data)
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{
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}
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/// <summary>
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/// Lets the persistency manager know whether or not the object should be saved
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/// </summary>
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/// <returns></returns>
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public virtual bool ShouldBeSaved()
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{
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return SaveActive;
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}
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/// <summary>
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/// Generates a unique ID for the object, using the scene name, the object name, and a GUID
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/// </summary>
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/// <returns></returns>
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public virtual string GenerateGuid()
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{
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string newGuid = Guid.NewGuid().ToString();
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string guid =
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this.gameObject.scene.name
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+ "-"
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+ this.gameObject.name
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+ "-"
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+ newGuid;
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if (!string.IsNullOrEmpty(UniqueIDSuffix))
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{
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guid += "-" + UniqueIDSuffix;
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}
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this.SetGuid(guid);
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return guid;
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}
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/// <summary>
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/// Checks if the object's ID is unique or not
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/// </summary>
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/// <param name="guid"></param>
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/// <returns></returns>
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public virtual bool GuidIsUnique(string guid)
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{
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return Resources.FindObjectsOfTypeAll<MMPersistentBase>().Count(x => x.GetGuid() == guid) == 1;
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}
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/// <summary>
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/// Validates the object's GUID, and generates a new one if needed, until a unique one is found
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/// </summary>
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public virtual void ValidateGuid()
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{
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if (!this.gameObject.scene.IsValid())
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{
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_guid = string.Empty;
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return;
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}
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int maxCount = 1000;
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int i = 0;
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while ( (string.IsNullOrEmpty(_guid) || !GuidIsUnique(_guid) ) && (i < maxCount) )
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{
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GenerateGuid();
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i++;
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}
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if (i == maxCount)
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{
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Debug.LogWarning(this.gameObject.name + " couldn't generate a unique GUID after " + maxCount + " tries, you should probably change its UniqueIDSuffix");
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}
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}
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}
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}
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