Ejemplo n.º 1
0
        public void OnEnable()
        {
            this.hideFlags = HideFlags.HideInInspector;

            if (String.IsNullOrEmpty(guid))
            {
                return;
            }

            identifiedObjects[guid] = new IdentifiedGameObject(guid, gameObject);
        }
Ejemplo n.º 2
0
        /// <summary>
        ///		Ensures that the given GameObject is present in the scene, and has the appropriate invisible child indicating its presence.
        ///		If the [obj] is a prefab, it will be instantiated silently in the scene and assigned a guid corrosponding to its asset guid.
        ///		If the [obj] is in the scene, it will be ensured that it has the appropriate invisible child.
        ///     In either case, the appropriate guid to use for the [obj] will be returned.
        ///		If the [obj] could not be found in scene or assets, a blank string is returned.
        /// </summary>
        private static IdentifiedGameObject ensureGUID(GameObject obj)
        {
            IdentifiedGameObject identified;
            SerializedGameObject serializedMarker;
            String guid;

            // see if we have it tracked already
            foreach (IdentifiedGameObject val in SerializedGameObject.identifiedObjects.Values)
            {
                if (val.gameObject == obj)
                {
                    return(val);
                }
            }

            // scene object?
            serializedMarker = obj.GetComponent <SerializedGameObject>();
            if (serializedMarker != null)
            {
                guid = serializedMarker.guid;

                // make sure that if this is a prefab, an instantiated version exists in the scene.
                StatemapDefinition.getHeldObject(guid);

                // add to registry
                identified = new IdentifiedGameObject(guid, obj);
                SerializedGameObject.identifiedObjects[guid] = identified;
                return(identified);
            }

            // otherwise, check if it's from the asset database (if we're in the editor).
            identified = ensureAssetGUID(obj);
            if (identified != null)
            {
                return(identified);
            }

            // in the scene but just not marked yet.
            guid                  = GUID.Generate().ToString().Replace("-", "");
            serializedMarker      = obj.AddComponent <SerializedGameObject>();
            serializedMarker.guid = guid;

            identified = new IdentifiedGameObject(guid, obj);
            SerializedGameObject.identifiedObjects[guid] = identified;
            return(identified);
        }
Ejemplo n.º 3
0
        private static IdentifiedGameObject ensureAssetGUID(GameObject obj)
        {
                        #if UNITY_EDITOR
            IdentifiedGameObject ret;
            GameObject           instantiated;
            SerializedGameObject marker;
            String guid, path;

            path = AssetDatabase.GetAssetPath(obj);
            if (String.IsNullOrEmpty(path))
            {
                return(null);
            }

            // this is definitely an asset, see if it's already invisibly in the scene.
            guid = AssetDatabase.AssetPathToGUID(path);
            ret  = StatemapDefinition.getHeldObject(guid);
            if (ret != null)
            {
                return(ret);
            }

            // doesn't yet exist. Instantiate an invisible copy in the instance, make sure the guid is discoverable from the prefab.
            guid = GUID.Generate().ToString().Replace("-", "");

            instantiated = (GameObject)GameObject.Instantiate(obj);
            instantiated.transform.SetParent(StatemapDefinition.getGUIDHolder().transform, false);
            marker      = instantiated.AddComponent <SerializedGameObject>();
            marker.guid = guid;
            instantiated.SetActive(false);

            ret = new IdentifiedGameObject(guid, obj);
            SerializedGameObject.identifiedObjects[guid] = ret;
            return(ret);
                        #endif
        }