private static void RefreshReferences(ScriptableObjectPersistence sop) { Undo.RecordObject(sop, "Refresh Scriptable Object References"); var itemDB = AssetsUtility.FindFirstAsset <ItemDatabase>(""); ReflectionUtility.SetPrivateField(sop, "_itemDatabase", itemDB); var skinTexDBs = AssetsUtility.FindAllAssets <SkinTexturesDatabase>(); ReflectionUtility.SetPrivateField(sop, "_skinTexturesDatabases", skinTexDBs); var name = AssetsUtility.FindFirstAsset <StringValue>("Save"); ReflectionUtility.SetPrivateField(sop, "_saveName", name); var pos = AssetsUtility.FindFirstAsset <VectorValue>("Player"); ReflectionUtility.SetPrivateField(sop, "_playerPosition", pos); var health = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Health"); ReflectionUtility.SetPrivateField(sop, "_health", health); var mana = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Mana"); ReflectionUtility.SetPrivateField(sop, "_mana", mana); var lumen = AssetsUtility.FindFirstAsset <ConstrainedFloat>("Lumen"); ReflectionUtility.SetPrivateField(sop, "_lumen", lumen); var xp = AssetsUtility.FindFirstAsset <XPSystem>("Player"); ReflectionUtility.SetPrivateField(sop, "_xpSystem", xp); var time = AssetsUtility.FindFirstAsset <FloatValue>("TimeOfDay"); ReflectionUtility.SetPrivateField(sop, "_timeOfDay", time); var appearance = AssetsUtility.FindFirstAsset <CharacterAppearance>("Player"); ReflectionUtility.SetPrivateField(sop, "_characterAppearance", appearance); var inv = AssetsUtility.FindFirstAsset <Inventory>("Player"); ReflectionUtility.SetPrivateField(sop, "_playerInventory", inv); var bools = AssetsUtility.FindAllAssets <BoolValue>(); var strings = AssetsUtility.FindAllAssets <StringValue>(); var chests = new List <BoolValue>(); var stashes = new List <BoolValue>(); var doors = new List <BoolValue>(); var bosses = new List <BoolValue>(); var healthCrystals = new List <BoolValue>(); var manaCrystals = new List <BoolValue>(); var cutscenes = new List <BoolValue>(); var quests = new List <BoolValue>(); for (int i = 0; i < bools.Length; i++) { var path = AssetDatabase.GetAssetPath(bools[i]); if (path.Contains("Chest")) { chests.Add(bools[i]); } if (path.Contains("Stashes")) { stashes.Add(bools[i]); } else if (path.Contains("Doors")) { doors.Add(bools[i]); } else if (path.Contains("Bosses")) { bosses.Add(bools[i]); } else if (path.Contains("HealthCrystals")) { healthCrystals.Add(bools[i]); } else if (path.Contains("ManaCrystals")) { manaCrystals.Add(bools[i]); } else if (path.Contains("Cutscenes")) { cutscenes.Add(bools[i]); } else if (path.Contains("QuestsBools")) { quests.Add(bools[i]); } } ReflectionUtility.SetPrivateField(sop, "_chests", chests.ToArray()); ReflectionUtility.SetPrivateField(sop, "_stashes", stashes.ToArray()); ReflectionUtility.SetPrivateField(sop, "_doors", doors.ToArray()); ReflectionUtility.SetPrivateField(sop, "_bosses", bosses.ToArray()); ReflectionUtility.SetPrivateField(sop, "_healthCrystals", healthCrystals.ToArray()); ReflectionUtility.SetPrivateField(sop, "_manaCrystals", manaCrystals.ToArray()); ReflectionUtility.SetPrivateField(sop, "_cutscenes", cutscenes.ToArray()); ReflectionUtility.SetPrivateField(sop, "_quests", quests.ToArray()); var inventories = AssetsUtility.FindAllAssets <Inventory>(); var vendorInventories = new List <ScriptableObjectPersistence.VendorInventorySet>(); for (int i = 0; i < inventories.Length; i++) { var path = AssetDatabase.GetAssetPath(inventories[i]); if (path.Contains("Vendor") && !path.Contains("Default")) { var search = path.Split('/').Last(); // Remove anything before the last `/` in the path (i.e. folder names). search = search.Split('.').First(); // Remove file extension. search = search.Replace("Vendor", ""); search = search.Replace("Inventory", ""); var initial = AssetsUtility.FindFirstAsset <Inventory>(search); // Only accept inventories with "Default" in the path. if (initial != null && !AssetDatabase.GetAssetPath(initial).Contains("Default")) { initial = null; } vendorInventories.Add(new ScriptableObjectPersistence.VendorInventorySet(inventories[i], initial)); } } ReflectionUtility.SetPrivateField(sop, "_vendorInventories", vendorInventories.ToArray()); PrefabUtility.RecordPrefabInstancePropertyModifications(sop); Debug.Log("SOP: Refreshed references."); }