Пример #1
0
        // All the public API is static so you need not worry about creating an instance
        public static bool Add(GuidComponent guidComponent)
        {
            if (Instance == null)
            {
                Instance = new GuidManager();
            }

            return(Instance.InternalAdd(guidComponent));
        }
Пример #2
0
        private bool InternalAdd(GuidComponent guidComponent)
        {
            Guid guid = guidComponent.GetGuid();

            GuidInfo info = new GuidInfo(guidComponent);

            if (!guidToObjectMap.ContainsKey(guid))
            {
                guidToObjectMap.Add(guid, info);
                return(true);
            }

            GuidInfo existingInfo = guidToObjectMap[guid];

            if (existingInfo.go != null && existingInfo.go != guidComponent.gameObject)
            {
                // normally, a duplicate GUID is a big problem, means you won't necessarily be referencing what you expect
                if (Application.isPlaying)
                {
                    Debug.AssertFormat(false, guidComponent, "Guid Collision Detected between {0} and {1}.\nAssigning new Guid. Consider tracking runtime instances using a direct reference or other method.", (guidToObjectMap[guid].go != null ? guidToObjectMap[guid].go.name : "NULL"), (guidComponent != null ? guidComponent.name : "NULL"));
                }
                else
                {
                    // however, at editor time, copying an object with a GUID will duplicate the GUID resulting in a collision and repair.
                    // we warn about this just for pedantry reasons, and so you can detect if you are unexpectedly copying these components
                    Debug.LogWarningFormat(guidComponent, "Guid Collision Detected while creating {0}.\nAssigning new Guid.", (guidComponent != null ? guidComponent.name : "NULL"));
                }
                return(false);
            }

            // if we already tried to find this GUID, but haven't set the game object to anything specific, copy any OnAdd callbacks then call them
            existingInfo.go = info.go;
            existingInfo.HandleAddCallback();
            guidToObjectMap[guid] = existingInfo;
            return(true);
        }
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            guidProp  = property.FindPropertyRelative("serializedGuid");
            nameProp  = property.FindPropertyRelative("cachedName");
            sceneProp = property.FindPropertyRelative("cachedScene");

            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            EditorGUI.BeginProperty(position, label, property);

            position.height = EditorGUIUtility.singleLineHeight;

            // Draw prefix label, returning the new rect we can draw in
            var guidCompPosition = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);

            System.Guid currentGuid;
            GameObject  currentGO = null;

            // working with array properties is a bit unwieldy
            // you have to get the property at each index manually
            byte[] byteArray = new byte[16];
            int    arraySize = guidProp.arraySize;

            for (int i = 0; i < arraySize; ++i)
            {
                var byteProp = guidProp.GetArrayElementAtIndex(i);
                byteArray[i] = (byte)byteProp.intValue;
            }

            currentGuid = new System.Guid(byteArray);
            currentGO   = GuidManager.ResolveGuid(currentGuid);
            GuidComponent currentGuidComponent = currentGO != null?currentGO.GetComponent <GuidComponent>() : null;

            GuidComponent component = null;

            if (currentGuid != System.Guid.Empty && currentGuidComponent == null)
            {
                // if our reference is set, but the target isn't loaded, we display the target and the scene it is in, and provide a way to clear the reference
                float buttonWidth = 55.0f;

                guidCompPosition.xMax -= buttonWidth;

                bool guiEnabled = GUI.enabled;
                GUI.enabled = false;
                EditorGUI.LabelField(guidCompPosition, new GUIContent(nameProp.stringValue, "Target GameObject is not currently loaded."), EditorStyles.objectField);
                GUI.enabled = guiEnabled;

                Rect clearButtonRect = new Rect(guidCompPosition);
                clearButtonRect.xMin  = guidCompPosition.xMax;
                clearButtonRect.xMax += buttonWidth;

                if (GUI.Button(clearButtonRect, clearButtonGUI, EditorStyles.miniButton))
                {
                    ClearPreviousGuid();
                }
            }
            else
            {
                // if our object is loaded, we can simply use an object field directly
                component = EditorGUI.ObjectField(guidCompPosition, currentGuidComponent, typeof(GuidComponent), true) as GuidComponent;
            }

            if (currentGuidComponent != null && component == null)
            {
                ClearPreviousGuid();
            }

            // if we have a valid reference, draw the scene name of the scene it lives in so users can find it
            if (component != null)
            {
                nameProp.stringValue = component.name;
                string scenePath = component.gameObject.scene.path;
                sceneProp.objectReferenceValue = AssetDatabase.LoadAssetAtPath <SceneAsset>(scenePath);

                // only update the GUID Prop if something changed. This fixes multi-edit on GUID References
                if (component != currentGuidComponent)
                {
                    byteArray = component.GetGuid().ToByteArray();
                    arraySize = guidProp.arraySize;
                    for (int i = 0; i < arraySize; ++i)
                    {
                        var byteProp = guidProp.GetArrayElementAtIndex(i);
                        byteProp.intValue = byteArray[i];
                    }
                }
            }

            EditorGUI.indentLevel++;
            position.y += EditorGUIUtility.singleLineHeight;
            bool cachedGUIState = GUI.enabled;

            GUI.enabled = false;
            EditorGUI.ObjectField(position, sceneLabel, sceneProp.objectReferenceValue, typeof(SceneAsset), false);
            GUI.enabled = cachedGUIState;
            EditorGUI.indentLevel--;

            EditorGUI.EndProperty();
        }
Пример #4
0
 public GuidReference(GuidComponent target)
 {
     guid = target.GetGuid();
 }
Пример #5
0
 public GuidInfo(GuidComponent comp)
 {
     go       = comp.gameObject;
     OnRemove = null;
     OnAdd    = null;
 }
 private void OnEnable()
 {
     guidComp = (GuidComponent)target;
 }