public void OneTimeSetup()
 {
     guidManager     = new GuidManager();
     guidManagerMock = new GuidManagerMock();
     // set mock guid manager as singleton so guid components will not conflict it test cases.
     GuidManagerSingleton.SetInstance(guidManagerMock);
 }
        public void OneTimeSetup()
        {
            GuidManagerSingleton.SetInstance(new GuidManager());
            guidBase = CreateNewGuid();
            prefab   = PrefabUtility.CreatePrefab(PrefabPath, guidBase.gameObject);

            guidPrefab = prefab.GetComponent <GuidComponent>();
        }
Exemple #3
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 /// <summary>
 /// Generates new Guid. Be careful with this method. It should be called only in specific cases.
 /// </summary>
 public void RegenerateGuid()
 {
     GuidManagerSingleton.Remove(guid);
     serializedGuid   = null;
     guid             = System.Guid.Empty;
     cachedStringGuid = null;
     CreateGuid();
 }
        public void GuidComponent_RaisesRemovedCallback_WhenDestroyed()
        {
            var guidComponent       = CreateNewGuid();
            int removeCallbackCount = 0;

            GuidManagerSingleton.ResolveGuid(guidComponent.GetGuid(), () => removeCallbackCount++);
            var guid = guidComponent.GetGuid();

            Object.DestroyImmediate(guidComponent.gameObject);
            Assert.AreEqual(1, removeCallbackCount);
        }
        private void Awake()
        {
            if (guidProviderAsset == null)
            {
                Debug.LogError("Guid provider asset is missing.", this);
                return;
            }

            if (!GuidManagerSingleton.Add(guidProviderAsset.GetGuid(), gameObject))
            {
                Debug.LogError($"There are another game object with the same Guid: {guidProviderAsset.GetGuid()}. " +
                               $"Guid provider asset: {guidProviderAsset.name}.", this);
            }
        }
Exemple #6
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        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            guidProp  = property.FindPropertyRelative("serializedGuid");
            nameProp  = property.FindPropertyRelative("cachedName");
            sceneProp = property.FindPropertyRelative("cachedScene");

            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);

            position.height = EditorGUIUtility.singleLineHeight;

            // Draw prefix label, returning the new rect we can draw in
            var guidCompPosition = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);

            System.Guid currentGuid;
            GameObject  currentGO = null;

            // working with array properties is a bit unwieldy
            // you have to get the property at each index manually
            byte[] byteArray = new byte[16];
            int    arraySize = guidProp.arraySize;

            for (int i = 0; i < arraySize; ++i)
            {
                var byteProp = guidProp.GetArrayElementAtIndex(i);
                byteArray[i] = (byte)byteProp.intValue;
            }

            currentGuid = new System.Guid(byteArray);
            currentGO   = GuidManagerSingleton.ResolveGuid(currentGuid);
            GuidComponent currentGuidComponent = currentGO != null?currentGO.GetComponent <GuidComponent>() : null;

            GuidComponent component = null;

            if (currentGuid != System.Guid.Empty && currentGuidComponent == null)
            {
                // if our reference is set, but the target isn't loaded, we display the target and the scene it is in, and provide a way to clear the reference
                float buttonWidth = 55.0f;

                guidCompPosition.xMax -= buttonWidth;

                bool guiEnabled = GUI.enabled;
                GUI.enabled = false;
                EditorGUI.LabelField(guidCompPosition, new GUIContent(nameProp.stringValue, "Target GameObject is not currently loaded."), EditorStyles.objectField);
                GUI.enabled = guiEnabled;

                Rect clearButtonRect = new Rect(guidCompPosition);
                clearButtonRect.xMin  = guidCompPosition.xMax;
                clearButtonRect.xMax += buttonWidth;

                if (GUI.Button(clearButtonRect, clearButtonGUI, EditorStyles.miniButton))
                {
                    ClearPreviousGuid();
                }
            }
            else
            {
                // if our object is loaded, we can simply use an object field directly
                component = EditorGUI.ObjectField(guidCompPosition, currentGuidComponent, typeof(GuidComponent), true) as GuidComponent;
            }

            if (currentGuidComponent != null && component == null)
            {
                ClearPreviousGuid();
            }

            // if we have a valid reference, draw the scene name of the scene it lives in so users can find it
            if (component != null)
            {
                nameProp.stringValue = component.name;
                string scenePath = component.gameObject.scene.path;
                sceneProp.objectReferenceValue = AssetDatabase.LoadAssetAtPath <SceneAsset>(scenePath);

                // only update the GUID Prop if something changed. This fixes multi-edit on GUID References
                if (component != currentGuidComponent)
                {
                    byteArray = component.GetGuid().ToByteArray();
                    arraySize = guidProp.arraySize;
                    for (int i = 0; i < arraySize; ++i)
                    {
                        var byteProp = guidProp.GetArrayElementAtIndex(i);
                        byteProp.intValue = byteArray[i];
                    }
                }
            }

            EditorGUI.indentLevel++;
            position.y += EditorGUIUtility.singleLineHeight;
            bool cachedGUIState = GUI.enabled;

            GUI.enabled = false;
            EditorGUI.ObjectField(position, sceneLabel, sceneProp.objectReferenceValue, typeof(SceneAsset), false);
            GUI.enabled = cachedGUIState;
            EditorGUI.indentLevel--;

            EditorGUI.EndProperty();
        }
 public void OneTimeTearDown()
 {
     GuidManagerSingleton.SetInstance(new GuidManager());
 }
 public void OneTimeSetup()
 {
     guidManagerMock = new GuidManagerMock();
     GuidManagerSingleton.SetInstance(guidManagerMock);
 }
 private void OnDestroy()
 {
     GuidManagerSingleton.Remove(guidProviderAsset.GetGuid());
 }