示例#1
0
        /// <inheritdoc />
        public override bool ProcessDeserializedData(AssetPropertyGraphContainer graphContainer, object targetRootObject, Type targetMemberType, ref object data, bool isRootDataObjectReference, AssetId?sourceId, YamlAssetMetadata <OverrideType> overrides, YamlAssetPath basePath)
        {
            var asset     = (AssetCompositeHierarchy <TAssetPartDesign, TAssetPart>)targetRootObject;
            var hierarchy = data as AssetCompositeHierarchyData <TAssetPartDesign, TAssetPart>;

            if (hierarchy == null)
            {
                return(false);
            }

            // Create a temporary asset to host the hierarchy to paste, so we have a property graph to manipulate it.
            var tempAsset = (AssetCompositeHierarchy <TAssetPartDesign, TAssetPart>)Activator.CreateInstance(asset.GetType());

            tempAsset.Hierarchy = hierarchy;
            // Use temporary containers so that any created nodes are discarded after the processing.
            var tempNodeContainer = new AssetNodeContainer {
                NodeBuilder = { NodeFactory = new AssetNodeFactory() }
            };
            var definition = AssetQuantumRegistry.GetDefinition(asset.GetType());
            var rootNode   = tempNodeContainer.GetOrCreateNode(tempAsset);

            // If different asset or if at least one part already exists, create a custom clone.
            if (asset.Id != sourceId || hierarchy.Parts.Values.Any(part => asset.ContainsPart(part.Part.Id)))
            {
                // Clone again to create new ids for any IIdentifiable, but keep references to external object intact.
                var cloneExternalReferences = ExternalReferenceCollector.GetExternalReferences(definition, rootNode);
                hierarchy = AssetCloner.Clone(hierarchy, AssetClonerFlags.GenerateNewIdsForIdentifiableObjects, cloneExternalReferences, out var idRemapping);
                // Remap indices of parts in Hierarchy.Part
                AssetCloningHelper.RemapIdentifiablePaths(overrides, idRemapping, basePath);
                // Make new base instances ids in case the part are inherited.
                AssetPartsAnalysis.GenerateNewBaseInstanceIds(hierarchy);
                // Update the temporary asset with this cloned hierarchy.
                rootNode[nameof(AssetCompositeHierarchy <TAssetPartDesign, TAssetPart> .Hierarchy)].Update(hierarchy);
            }

            // Collect all referenceable objects from the target asset (where we're pasting)
            var targetPropertyGraph  = graphContainer.TryGetGraph(asset.Id);
            var referenceableObjects = IdentifiableObjectCollector.Collect(targetPropertyGraph.Definition, targetPropertyGraph.RootNode);

            // Replace references in the hierarchy being pasted by the real objects from the target asset.
            var externalReferences = new HashSet <Guid>(ExternalReferenceCollector.GetExternalReferences(definition, rootNode).Select(x => x.Id));
            var visitor            = new ObjectReferencePathGenerator(definition)
            {
                ShouldOutputReference = x => externalReferences.Contains(x)
            };

            visitor.Visit(rootNode);

            FixupObjectReferences.FixupReferences(tempAsset, visitor.Result, referenceableObjects, true);

            data = hierarchy;

            return(true);
        }
 private void RegisterComponent(EntityComponent component)
 {
     if (component != null && ComponentType.IsInstanceOfType(component))
     {
         var rootNode = controller.GameSideNodeContainer.GetOrCreateNode(component);
         var listener = new AssetGraphNodeChangeListener(rootNode, AssetQuantumRegistry.GetDefinition(typeof(EntityHierarchyAssetBase)));
         listener.Initialize();
         listener.ValueChanged += ComponentPropertyChanged;
         listener.ItemChanged  += ComponentPropertyChanged;
         registeredListeners.Add(component, listener);
     }
 }
示例#3
0
        /// <inheritdoc/>
        protected override Dictionary <Guid, IIdentifiable> CollectIdentifiableObjects()
        {
            var allElements         = RootElements.Values.BreadthFirst(x => x.VisualChildren);
            var definition          = AssetQuantumRegistry.GetDefinition(Asset.Asset.GetType());
            var identifiableObjects = new Dictionary <Guid, IIdentifiable>();

            foreach (var entityNode in allElements.Select(x => GameSideNodeContainer.GetOrCreateNode(x)))
            {
                foreach (var identifiable in IdentifiableObjectCollector.Collect(definition, entityNode))
                {
                    identifiableObjects.Add(identifiable.Key, identifiable.Value);
                }
            }
            return(identifiableObjects);
        }
        /// <inheritdoc/>
        protected override Dictionary <Guid, IIdentifiable> CollectIdentifiableObjects()
        {
            var allEntities         = Game.ContentScene.Yield().BreadthFirst(x => x.Children).SelectMany(x => x.Entities).BreadthFirst(x => x.Transform.Children.Select(y => y.Entity));
            var definition          = AssetQuantumRegistry.GetDefinition(Asset.Asset.GetType());
            var identifiableObjects = new Dictionary <Guid, IIdentifiable>();

            foreach (var entityNode in allEntities.Select(x => GameSideNodeContainer.GetOrCreateNode(x)))
            {
                foreach (var identifiable in IdentifiableObjectCollector.Collect(definition, entityNode))
                {
                    identifiableObjects.Add(identifiable.Key, identifiable.Value);
                }
            }
            return(identifiableObjects);
        }
示例#5
0
        protected IEnumerable <TAssetPart> ClonePartsForGameSide([NotNull] AssetCompositeHierarchy <TAssetPartDesign, TAssetPart> asset, [NotNull] IEnumerable <TAssetPart> parts)
        {
            var flags           = SubHierarchyCloneFlags.RemoveOverrides;
            var sourceContainer = Asset.PropertyGraph.Container.NodeContainer;
            var targetContainer = GameSideNodeContainer;
            var clone           = AssetCompositeHierarchyPropertyGraph <TAssetPartDesign, TAssetPart> .CloneSubHierarchies(sourceContainer, targetContainer, asset, parts.Select(p => p.Id), flags, out _);

            // Collect external references after cloning, we need to fix them up!
            var rootNode             = GameSideNodeContainer.GetOrCreateNode(clone);
            var definition           = AssetQuantumRegistry.GetDefinition(asset.GetType());
            var unresolvedReferences = ExternalReferenceCollector.GetExternalReferenceAccessors(definition, rootNode);

            // Retrieve all available game-side identifiable objects, so we can try to resolve external references with items from this collection.
            var identifiableObjects = CollectIdentifiableObjects();

            foreach (var reference in unresolvedReferences)
            {
                if (identifiableObjects.TryGetValue(reference.Key.Id, out var realObject))
                {
                    // Target object found, let's update the reference with the real game-side object.
                    foreach (var accessor in reference.Value)
                    {
                        accessor.UpdateValue(realObject);
                    }
                }
                else
                {
                    // Target object not found, let's clear the reference since the currently set object could be asset-side, or a temporary proxy, etc.
                    foreach (var accessor in reference.Value)
                    {
                        accessor.UpdateValue(null);
                    }
                }
            }
            return(clone.RootParts);
        }