Пример #1
0
 public void ForceGuid(byte[] new_guid_bytes)
 {
     if (base.gameObject.activeSelf)
     {
         Debug.LogError("Object active when assigning guid!");
     }
     if (this.serializedGuid == null || this.serializedGuid.Length != GuidComponent.GUID_BYTES_CNT)
     {
         this.serializedGuid = new byte[GuidComponent.GUID_BYTES_CNT];
     }
     new_guid_bytes.CopyTo(this.serializedGuid, 0);
     this.guid = new Guid(new_guid_bytes);
     GuidManager.Add(this);
 }
Пример #2
0
 public void ForceGuid(Guid new_guid)
 {
     if (this.guid.CompareTo(new_guid) == 0)
     {
         return;
     }
     if (base.gameObject.activeSelf)
     {
         Debug.LogError("Object active when assigning guid!");
     }
     this.serializedGuid = new_guid.ToByteArray();
     this.guid           = new_guid;
     GuidManager.Add(this);
 }
Пример #3
0
        //-------------------------------------------------------------------------
        // Unity API
        //-------------------------------------------------------------------------
        private void Awake()
        {
            GuidComponent guid = GetComponent <GuidComponent>();

            if (guid != null)
            {
                GuidManager.Add(guid);
            }
            else
            {
                Debug.LogWarning("Dialog Graph \"" + name + "\" is missing a GuidComponent! Add one in the unity editor.");
            }

            RefreshNodeList();
        }
    // When de-serializing or creating this component, we want to either restore our serialized GUID
    // or create a new one.
    protected virtual void CreateGuid()
    {
        // if our serialized data is invalid, then we are a new object and need a new GUID
        if (serializedGuid == null || serializedGuid.Length != 16)
        {
#if UNITY_EDITOR
            // if in editor, make sure we aren't a prefab of some kind
            if (IsAssetOnDisk())
            {
                return;
            }
            Undo.RecordObject(this, "Added GUID");
#endif
            guid           = System.Guid.NewGuid();
            serializedGuid = guid.ToByteArray();

#if UNITY_EDITOR
            // If we are creating a new GUID for a prefab instance of a prefab, but we have somehow lost our prefab connection
            // force a save of the modified prefab instance properties
            if (PrefabUtility.IsPartOfNonAssetPrefabInstance(this))
            {
                PrefabUtility.RecordPrefabInstancePropertyModifications(this);
            }
#endif
        }
        else if (guid == System.Guid.Empty)
        {
            // otherwise, we should set our system guid to our serialized guid
            guid = new System.Guid(serializedGuid);
        }

        // register with the GUID Manager so that other components can access this
        if (guid != System.Guid.Empty)
        {
            if (!GuidManager.Add(this))
            {
                // if registration fails, we probably have a duplicate or invalid GUID, get us a new one.
                serializedGuid = null;
                guid           = System.Guid.Empty;
                CreateGuid();
            }
        }

#if UNITY_EDITOR
        CreatedInEditor = true;
#endif
    }
Пример #5
0
 private void CreateGuid()
 {
     if (this.serializedGuid == null || this.serializedGuid.Length != GuidComponent.GUID_BYTES_CNT)
     {
         this.guid           = Guid.NewGuid();
         this.serializedGuid = this.guid.ToByteArray();
     }
     else if (this.guid == Guid.Empty)
     {
         this.guid = new Guid(this.serializedGuid);
     }
     if (this.guid != Guid.Empty && !GuidManager.Add(this))
     {
         this.serializedGuid = null;
         this.guid           = Guid.Empty;
         this.CreateGuid();
     }
 }
Пример #6
0
    // When deserializaing or creating this component, we want to either restore our serialized GUID
    // or create a new one.
    private void CreateGuid()
    {
        // if our serialized data is invalid, then we are a new object and need a new GUID
        if (serializedGuid == null || serializedGuid.Length != 16)
        {
            guid           = Guid.NewGuid();
            serializedGuid = guid.ToByteArray();

#if UNITY_EDITOR
            // If we are creating a new GUID for a prefab instance of a prefab, but we have somehow lost our prefab connection
            // force a save of the modified prefab instance properties
            PrefabType prefabType = PrefabUtility.GetPrefabType(this);
            if (prefabType == PrefabType.PrefabInstance)
            {
                PrefabUtility.RecordPrefabInstancePropertyModifications(this);
            }
#endif
        }
        else if (guid == Guid.Empty)
        {
            // otherwise, we should set our system guid to our serialized guid
            guid = new Guid(serializedGuid);
        }

        // register with the GUID Manager so that other components can access this
        if (guid != Guid.Empty)
        {
            if (!GuidManager.Add(this))
            {
                // if registration fails, we probably have a duplicate or invalid GUID, get us a new one.
                serializedGuid = null;
                guid           = Guid.Empty;
                CreateGuid();
            }
        }
    }
Пример #7
0
        public async Task <ActionResult <GuidAPIModel> > PostGuid(GuidAPIModel inputModel)
        {
            GuidDataModel guidModel = await _manager.Add(inputModel);

            return(guidModel.ToAPIModel());
        }
 public void Add_ThrowsArgumentNullException_WhenProvideNullGameObject()
 {
     Assert.Throws <ArgumentNullException>(() => guidManager.Add(Guid.NewGuid(), null));
 }