//TODO Maybe we can store type infos in BuildInfoTreeView instead of on each individual element, might be performance heavy //Store serializable string so we can retrieve type after serialization public void OnBeforeSerialize() { if (assetType != null) { assetTypeSerialized = Heureka_Serializer.SerializeType(assetType); } }
internal static List <string> GetStoredIconTypes() { List <string> iconTypesSerialized = new List <string>(); foreach (var item in iconDictionary) { iconTypesSerialized.Add(Heureka_Serializer.SerializeType(item.Key)); } return(iconTypesSerialized); }
private string getIdentifier(string path, out Type assetType) { assetType = AssetDatabase.GetMainAssetTypeAtPath(path); if (assetType != null) { return(Heureka_Serializer.SerializeType(assetType)); } else { return(""); } }
public IgnoreListEventArgs(Type item) { this.Item = Heureka_Serializer.SerializeType(item); }
//Call base constructor but convert the types into serializable values public AH_ExclusionTypeList(AH_IIgnoreListActions exclusionAction, List <Type> Ignored, string playerPrefsKey) : base(exclusionAction, Ignored.ConvertAll <string>(val => Heureka_Serializer.SerializeType(val)), playerPrefsKey) { }