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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/Serialization/Serialization.ObjectReferen...

163 lines
6.2 KiB
C#

// Serialization // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
// Shared File Last Modified: 2019-12-06.
namespace Animancer.Editor
// namespace InspectorGadgets.Editor
{
/// <summary>[Editor-Only] Various serialization utilities.</summary>
public partial class Serialization
{
/// <summary>[Editor-Only]
/// Directly serializing an <see cref="UnityEngine.Object"/> reference doesn't always work (such as with scene
/// objects when entering Play Mode), so this class also serialized their instance ID and uses that if the direct
/// reference fails.
/// </summary>
[Serializable]
public sealed class ObjectReference
{
/************************************************************************************************************************/
[SerializeField] private Object _Object;
[SerializeField] private int _InstanceID;
/************************************************************************************************************************/
/// <summary>The referenced <see cref="SerializedObject"/>.</summary>
public Object Object
{
get
{
Initialise();
return _Object;
}
}
/// <summary>The <see cref="Object.GetInstanceID"/>.</summary>
public int InstanceID { get { return _InstanceID; } }
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="ObjectReference"/> which wraps the specified
/// <see cref="UnityEngine.Object"/>.
/// </summary>
public ObjectReference(Object obj)
{
_Object = obj;
if (obj != null)
_InstanceID = obj.GetInstanceID();
}
/************************************************************************************************************************/
private void Initialise()
{
if (_Object == null)
_Object = EditorUtility.InstanceIDToObject(_InstanceID);
else
_InstanceID = _Object.GetInstanceID();
}
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="ObjectReference"/> which wraps the specified
/// <see cref="UnityEngine.Object"/>.
/// </summary>
public static implicit operator ObjectReference(Object obj)
{
return new ObjectReference(obj);
}
/// <summary>
/// Returns the target <see cref="Object"/>.
/// </summary>
public static implicit operator Object(ObjectReference reference)
{
return reference.Object;
}
/************************************************************************************************************************/
/// <summary>
/// Creates a new array of <see cref="ObjectReference"/>s representing the `objects`.
/// </summary>
public static ObjectReference[] Convert(params Object[] objects)
{
var references = new ObjectReference[objects.Length];
for (int i = 0; i < objects.Length; i++)
references[i] = objects[i];
return references;
}
/// <summary>
/// Creates a new array of <see cref="UnityEngine.Object"/>s containing the target <see cref="Object"/> of each
/// of the `references`.
/// </summary>
public static Object[] Convert(params ObjectReference[] references)
{
var objects = new Object[references.Length];
for (int i = 0; i < references.Length; i++)
objects[i] = references[i];
return objects;
}
/************************************************************************************************************************/
/// <summary>
/// Indicates whether both arrays refer to the same set of objects.
/// </summary>
public static bool AreSameObjects(ObjectReference[] references, Object[] objects)
{
if (references == null)
return objects == null;
if (objects == null)
return false;
if (references.Length != objects.Length)
return false;
for (int i = 0; i < references.Length; i++)
{
if (references[i] != objects[i])
return false;
}
return true;
}
/************************************************************************************************************************/
/// <summary>Returns a string describing this object.</summary>
public override string ToString()
{
return "Serialization.ObjectReference [" + _InstanceID + "] " + _Object;
}
/************************************************************************************************************************/
}
/************************************************************************************************************************/
/// <summary>Returns true if the `reference` and <see cref="ObjectReference.Object"/> are not null.</summary>
public static bool IsValid(this ObjectReference reference)
{
return
reference != null &&
reference.Object != null;
}
/************************************************************************************************************************/
}
}
#endif