Esempio n. 1
0
    /*
     *  Refreshes the variables and Components for all Auto Saves attached to prefabs.
     *  Should be called after scripts are recompiled.
     */
    public static void RefreshPrefabAutoSaves()
    {
        ES2AutoSaveGlobalManager globalMgr = ES2EditorAutoSaveUtility.globalMgr;

        if (globalMgr == null)
        {
            return;
        }
        // Clear all prefabs and start from fresh.
        globalMgr.prefabArray = new ES2AutoSave[0];
        globalMgr.ids         = new HashSet <string>();

        List <GameObject> prefabs = GetPrefabs();

        for (int i = 0; i < prefabs.Count; i++)
        {
            if (prefabs[i] == null)
            {
                continue;
            }
            ES2AutoSave autoSave = prefabs[i].GetComponent <ES2AutoSave>();
            if (autoSave != null)
            {
                ArrayUtility.Add(ref globalMgr.prefabArray, autoSave);
            }
        }


        // Recurse over top-level scene objects, and recursively update them and their children.
        foreach (ES2AutoSave autoSave in globalMgr.prefabArray)
        {
            UpdatePrefabAutoSaveRecursive(autoSave);
        }
    }
    public override object Read(ES2Reader reader)
    {
        ES2AutoSaveGlobalManager data = GetOrCreate <ES2AutoSaveGlobalManager>();

        Read(reader, data);
        return(data);
    }
    public override void Write(object obj, ES2Writer writer)
    {
        ES2AutoSaveGlobalManager data = (ES2AutoSaveGlobalManager)obj;

        // Add your writer.Write calls here.
        writer.Write(data.useGUILayout);
        writer.Write(data.runInEditMode);
        writer.Write(data.enabled);
        writer.Write(data.hideFlags);
    }
    public override void Read(ES2Reader reader, object c)
    {
        ES2AutoSaveGlobalManager data = (ES2AutoSaveGlobalManager)c;

        // Add your reader.Read calls here to read the data into the object.
        data.useGUILayout  = reader.Read <System.Boolean>();
        data.runInEditMode = reader.Read <System.Boolean>();
        data.enabled       = reader.Read <System.Boolean>();
        data.hideFlags     = reader.Read <UnityEngine.HideFlags>();
    }
Esempio n. 5
0
    // Enable Auto Save for a prefab and it's children.
    public static void EnableAutoSaveForSelectedPrefabRecursive(GameObject prefab)
    {
        ES2AutoSave autoSave = prefab.GetComponent <ES2AutoSave>();

        // Only add an Auto Save if this prefab doesn't already have one.
        if (autoSave == null)
        {
            // Add an ES2AutoSave to the prefab and add it to the Auto Save manager prefab.
            autoSave = ES2AutoSave.AddAutoSave(prefab, RandomColor(), AutoSaveComponentsAreHidden(), false, "");

            ES2AutoSaveGlobalManager globalManager = globalMgr;

            // Don't add prefab to prefab array if it's a child prefab.
            if (autoSave.transform.parent == null)
            {
                ArrayUtility.Add(ref globalManager.prefabArray, autoSave);
            }
        }

        foreach (Transform childTransform in prefab.transform)
        {
            EnableAutoSaveForSelectedPrefabRecursive(childTransform.gameObject);
        }
    }