Exemplo n.º 1
0
        private static void CheckForReset(ISerializedObject obj)
        {
            SerializedObjectSnapshot originalData = null;

            if (_deserializedObjects.TryGetValue(obj, out originalData))
            {
                if (originalData.IsEmpty)
                {
                    return;
                }

                if (obj.SerializedStateKeys == null || obj.SerializedStateKeys.Count == 0 ||
                    obj.SerializedStateValues == null || obj.SerializedStateValues.Count == 0)
                {
                    // Note: we do not clear out the keys; if we did, then we would not actually deserialize "null" onto them
                    // Note: we call SaveState() so we can fetch the keys we need to deserialize
                    obj.SaveState();
                    obj.SerializedStateValues.Clear();
                    for (int i = 0; i < obj.SerializedStateKeys.Count; ++i)
                    {
                        obj.SerializedStateValues.Add(null);
                    }
                    obj.RestoreState();

                    fiRuntimeReflectionUtility.InvokeMethod(obj.GetType(), "Reset", obj, null);

                    obj.SaveState();
                    _deserializedObjects[obj] = new SerializedObjectSnapshot(obj);
                }
            }
        }
Exemplo n.º 2
0
 /// <summary>
 /// Used internally to notify us that an object has been serialized. We update some metadata stored on the object
 /// upon each serialization so we can detect when prefab modifications are applied.
 /// </summary>
 public static void MarkSerialized(ISerializedObject obj)
 {
     if (fiUtility.IsEditor)
     {
         _deserializedObjects[obj] = new SerializedObjectSnapshot(obj);
     }
 }
Exemplo n.º 3
0
        public static void RunDeserializations()
        {
            // We never run deserializations outside of the editor
            if (fiUtility.IsEditor == false)
            {
                return;
            }

            // Serialization is disabled
            if (DisableAutomaticSerialization)
            {
                return;
            }

            // Do not deserialize in the middle of a level load that might be running on another thread
            // (asynchronous) which can lead to a race condition causing the following assert:
            // ms_IDToPointer->find (obj->GetInstanceID ()) == ms_IDToPointer->end ()
            //
            // Very strange that the load is happening on another thread since RunDeserializations only
            // gets invoked from EditorApplication.update and EditorWindow.OnGUI.
            //
            // This method will get called again at a later point so there is no worries that we haven't
            // finished doing the deserializations.
            if (fiLateBindings.EditorApplication.isPlaying && Application.isLoadingLevel)
            {
                return;
            }

            while (_toDeserialize.Count > 0)
            {
                ISerializedObject item = _toDeserialize.Dequeue();

                // If we're in play-mode, then we don't want to deserialize anything as that can wipe
                // user-data. We cannot do this in SubmitDeserializeRequest because
                // EditorApplication.isPlaying can only be called from the main thread. However,
                // we *do* want to restore prefabs and general disk-based resources which will not have
                // Awake called.
                if (fiLateBindings.EditorApplication.isPlaying)
                {
                    // note: We do a null check against unityObj to also check for destroyed objects,
                    //       which we don't need to bother restoring. Doing a null check against an
                    //       ISerializedObject instance will *not* call the correct == method, so
                    //       we need to be explicit about calling it against UnityObject.
                    var unityObj = item as UnityObject;

                    if (unityObj == null ||
                        fiLateBindings.PrefabUtility.IsPrefab(unityObj) == false)
                    {
                        continue;
                    }
                }

                CheckForReset(item);

                item.RestoreState();
                _deserializedObjects[item] = new SerializedObjectSnapshot(item);
            }
        }
Exemplo n.º 4
0
        private static void DoSerialize(ISerializedObject obj)
        {
            SerializedObjectSnapshot originalData = null;

            _deserializedObjects.TryGetValue(obj, out originalData);

            var storedData = new SerializedObjectSnapshot(obj);

            if (originalData == null || originalData != storedData)
            {
                // Unity has gone behind our backs and changed the data stored inside of the serialized
                // object. This is likely due to prefab changes. We will simply deserialize the new data
                // so that we don't overwrite it.
                storedData.RestoreSnapshot(obj);
                _deserializedObjects[obj] = new SerializedObjectSnapshot(obj);
            }
            else
            {
                // Otherwise, serialize the existing object structure and update our deserialized state.
                obj.SaveState();
                _deserializedObjects[obj] = new SerializedObjectSnapshot(obj);
            }
        }