protected void OnValidate()
        {
            if (id <= 0)
            {
                var takenIds = new HashSet <int>();
                foreach (string guid in UnityEditor.AssetDatabase.FindAssets($"t:{GetType()}", null))
                {
                    string infoAssetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
                    ScriptableUniqueInfo <TUnique> anotherInfo = UnityEditor.AssetDatabase.LoadAssetAtPath <ScriptableUniqueInfo <TUnique> >(infoAssetPath);
                    takenIds.Add(anotherInfo.Id);
                }

                for (int i = 1; i < int.MaxValue; i++)
                {
                    if (!takenIds.Contains(i))
                    {
                        id = i;
                        Debug.Log($"Assigned id:{i} to {GetType().Name}: {name}");
                        UnityEditor.EditorUtility.SetDirty(this);
                        UnityEditor.AssetDatabase.SaveAssets();
                        break;
                    }
                }
            }
        }
Esempio n. 2
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        protected virtual void OnValidate()
        {
            var takenIds = new HashSet <int>();

            if (Container != null)
            {
                Container.OnValidate();

                if (Container.EditorList.Contains(Data))
                {
                    return;
                }

                foreach (var item in Container.ItemList)
                {
                    takenIds.Add(item.Id);
                }

                if (id != 0)
                {
                    if (!takenIds.Contains(Id))
                    {
                        Container.EditorList.Add(Data);
                        UnityEditor.EditorUtility.SetDirty(Container);
                        UnityEditor.AssetDatabase.SaveAssets();

                        Debug.Log($"Added existing item: {GetType().Name}: {name} id:{id} to container {Container.GetType()}");
                    }
                    else
                    {
                        Debug.Log($"Resetting id for existing item : {GetType().Name}: {name} id:{id} in container {Container.GetType()}");
                        UnityEditor.EditorUtility.SetDirty(this);
                        UnityEditor.AssetDatabase.SaveAssets();
                        id = 0;
                    }
                }
            }

            if (id <= 0)
            {
                foreach (string guid in UnityEditor.AssetDatabase.FindAssets($"t:{GetType()}", null))
                {
                    string infoAssetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
                    ScriptableUniqueInfo <TUnique> anotherInfo = UnityEditor.AssetDatabase.LoadAssetAtPath <ScriptableUniqueInfo <TUnique> >(infoAssetPath);
                    takenIds.Add(anotherInfo.Id);
                }

                for (int i = 1; i < int.MaxValue; i++)
                {
                    if (!takenIds.Contains(i))
                    {
                        id = i;
                        Debug.Log($"Assigned id:{i} to {GetType().Name}: {name}");

                        if (Container != null && !Container.EditorList.Contains(Data))
                        {
                            Debug.Log($"Added new item: {GetType().Name}: {name} id:{id} to container {Container.GetType()}");
                            Container.EditorList.Add(Data);
                            UnityEditor.EditorUtility.SetDirty(Container);
                        }

                        UnityEditor.EditorUtility.SetDirty(this);
                        UnityEditor.AssetDatabase.SaveAssets();
                        break;
                    }
                }
            }
        }
Esempio n. 3
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        bool IScriptablePostProcess.OnPostProcess(bool isDeleted)
        {
            bool hasChanges = false;

#if UNITY_EDITOR
            var takenIds = new HashSet <int>();

            if (Container != null)
            {
                if (isDeleted)
                {
                    Container.EditorList.Remove(Data);
                    UnityEditor.EditorUtility.SetDirty(Container);
                    return(true);
                }

                if (Container is IScriptablePostProcess postProcessContainer)
                {
                    hasChanges |= postProcessContainer.OnPostProcess(false);
                }

                if (Container.EditorList.Contains(Data))
                {
                    return(false);
                }

                foreach (var item in Container.ItemList)
                {
                    takenIds.Add(item.Id);
                }

                if (id != 0)
                {
                    if (!takenIds.Contains(Id))
                    {
                        Container.EditorList.Add(Data);
                        UnityEditor.EditorUtility.SetDirty(Container);
                    }
                    else
                    {
                        UnityEditor.EditorUtility.SetDirty(this);
                        id = 0;
                    }

                    hasChanges = true;
                }
            }

            if (id <= 0)
            {
                foreach (string guid in UnityEditor.AssetDatabase.FindAssets($"t:{GetType()}", null))
                {
                    string infoAssetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
                    ScriptableUniqueInfo <TUnique> anotherInfo = UnityEditor.AssetDatabase.LoadAssetAtPath <ScriptableUniqueInfo <TUnique> >(infoAssetPath);
                    takenIds.Add(anotherInfo.Id);
                }

                for (int i = 1; i < int.MaxValue; i++)
                {
                    if (!takenIds.Contains(i))
                    {
                        id = i;
                        Debug.Log($"Assigned id:{i} to {GetType().Name}: {name}");

                        if (Container != null && !Container.EditorList.Contains(Data))
                        {
                            Debug.Log($"Added new item: {GetType().Name}: {name} id:{id} to container {Container.GetType()}");
                            Container.EditorList.Add(Data);
                            UnityEditor.EditorUtility.SetDirty(Container);
                        }

                        UnityEditor.EditorUtility.SetDirty(this);
                        hasChanges = true;
                        break;
                    }
                }
            }

            if (hasChanges && Container != null)
            {
                Container.EditorList.Sort((x, y) => x.Id.CompareTo(y.Id));
            }
#endif
            return(hasChanges);
        }