コード例 #1
0
ファイル: ScriptableEditor.cs プロジェクト: chickenlegs0/Luka
        private static void Validate(string path)
        {
            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            UnityEngine.Object[] components = AssetDatabase.LoadAllAssetsAtPath(path);
            for (int i = components.Length - 1; i >= 0; i--)
            {
                ScriptableComponent component = components[i] as ScriptableComponent;
                if (component == null)
                {
                    continue;
                }

                tested.Clear();
                component.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;

                if (component.Owner == null || !component.Owner || !Referenced(component.Owner, component))
                {
                    Debug.Log("Destroying " + components[i].ToString() + " because it is orphant.");
                    component.Erase();
                    continue;
                }
            }
        }
コード例 #2
0
ファイル: Clipboard.cs プロジェクト: chickenlegs0/Luka
        /// <summary>
        /// Create an instance of type
        /// Works with values, list, array, scriptableObject, string
        /// Components are ignored.
        ///
        /// The owner MonoBeahviour is used in case of the creation of a ComponentMonoBehaviour for its internal binding.
        /// </summary>
        public static object CreateInstance(Type type, UnityEngine.Object owner = null)
        {
            if (typeof(GameObject).IsAssignableFrom(type))
            {
                return(null);
            }
            else if (typeof(ComponentMonoBehaviour).IsAssignableFrom(type) && owner != null && owner is MonoBehaviour)
            {
                ComponentMonoBehaviour component = ((MonoBehaviour)owner).gameObject.AddComponent(type) as ComponentMonoBehaviour;
                component.Owner = owner as MonoBehaviour;
                return(component);
            }
            else if (typeof(ScriptableComponent).IsAssignableFrom(type) && owner != null && owner is ScriptableObject)
            {
                ScriptableComponent component = ScriptableObject.CreateInstance(type) as ScriptableComponent;
                component.Owner = owner as ScriptableObject;

                string path = AssetDatabase.GetAssetPath(owner);
                if (string.IsNullOrEmpty(path))
                {
                    return(null);
                }

                AssetDatabase.AddObjectToAsset(component, path);
                return(component);
            }
            else if (typeof(Component).IsAssignableFrom(type))
            {
                if (owner is GameObject)
                {
                    return(((GameObject)owner).AddComponent(type));
                }

                return(null);
            }
            else if (typeof(ScriptableObject).IsAssignableFrom(type))
            {
                return(null);
            }
            else if (typeof(UnityEngine.Object).IsAssignableFrom(type))
            {
                return(null);
            }
            else if (type.IsArray)
            {
                return(Array.CreateInstance(type.GetElementType(), 0));
            }
            else if (type == typeof(string))
            {
                return("");
            }
            else
            {
                return(Activator.CreateInstance(type, true));
            }
        }
コード例 #3
0
        /// <summary>
        /// Called when the inspector is about to destroy this one.
        /// Loop in all the internal and destroy sub-components.
        /// </summary>
        public void Erase()
        {
            foreach (FieldInfo info in TypeUtility.GetFields(GetType()))
            {
                object value = info.GetValue(this);

                if (value is ScriptableComponent)
                {
                    ScriptableComponent component = value as ScriptableComponent;

                    if (component.Owner == Owner)
                    {
                        component.Erase();
                    }
                }
            }

            DestroyImmediate(this, true);
        }
コード例 #4
0
        private static ScriptableComponent CopyComponent(ScriptableObject owner, ScriptableComponent original)
        {
            Type type = original.GetType();
            ScriptableComponent copy = original.Instantiate();

            foreach (FieldInfo info in TypeUtility.GetFields(type))
            {
                if (info.IsLiteral)
                {
                    continue;
                }

                info.SetValue(copy, CopyObject(copy, info.GetValue(original)));
            }

            copy.Owner = owner;

            return(copy);
        }
コード例 #5
0
ファイル: ScriptableEditor.cs プロジェクト: chickenlegs0/Luka
        private static bool Referenced(object owner, ScriptableComponent target)
        {
            if (owner == null || tested.Contains(owner))
            {
                return(false);
            }
            else
            {
                tested.Add(owner);
            }

            Type type = owner.GetType();

            foreach (FieldInfo info in Clipboard.GetFields(type))
            {
                if (typeof(UnityEngine.Object).IsAssignableFrom(info.FieldType) && !info.FieldType.IsAssignableFrom(target.GetType()))
                {
                    continue;
                }

                object value = info.GetValue(owner);
                if (typeof(IList).IsAssignableFrom(info.FieldType))
                {
                    IList list = value as IList;
                    if (list != null)
                    {
                        foreach (object item in list)
                        {
                            if (ReferenceEquals(item, target))
                            {
                                return(true);
                            }

                            if (item != null && item.GetType().IsClass&& Referenced(item, target))
                            {
                                return(true);
                            }
                        }
                    }
                }
                else if (typeof(IDictionary).IsAssignableFrom(info.FieldType))
                {
                    IDictionary dictionary = value as IDictionary;
                    if (dictionary != null)
                    {
                        foreach (DictionaryEntry entry in dictionary)
                        {
                            if (ReferenceEquals(entry.Key, target))
                            {
                                return(true);
                            }

                            if (ReferenceEquals(entry.Value, target))
                            {
                                return(true);
                            }

                            if (entry.Key != null && entry.Key.GetType().IsClass&& Referenced(entry.Key, target))
                            {
                                return(true);
                            }

                            if (entry.Value != null && entry.Value.GetType().IsClass&& Referenced(entry.Value, target))
                            {
                                return(true);
                            }
                        }
                    }
                }
                else if (info.FieldType.Namespace == "System" || info.FieldType.Namespace == "UnityEngine")
                {
                    continue;
                }
                else if (info.FieldType.IsAssignableFrom(target.GetType()))
                {
                    if (ReferenceEquals(value, target))
                    {
                        return(true);
                    }
                }
                else if (info.FieldType.IsClass && Referenced(value, target))
                {
                    return(true);
                }
            }

            return(false);
        }