示例#1
0
        protected void RestoreDataAndResolveDependencies()
        {
            List <GameObject> goList           = new List <GameObject>();
            List <bool>       goActivationList = new List <bool>();

            for (int i = 0; i < Data.Length; ++i)
            {
                PersistentObject data = Data[i];
                long             id   = Identifiers[i];

                UnityObject obj = FromID <UnityObject>(id);
                if (obj == null)
                {
                    Debug.LogWarningFormat("objects does not have object with instance id {0} however PersistentData of type {1} is present", id, data.GetType());
                    continue;
                }

                data.WriteTo(obj);
                if (obj is GameObject)
                {
                    goList.Add((GameObject)obj);
                    PersistentGameObject goData = (PersistentGameObject)data;
                    goActivationList.Add(goData.ActiveSelf);
                }
            }

            for (int i = 0; i < goList.Count; ++i)
            {
                bool       activeSelf = goActivationList[i];
                GameObject go         = goList[i];
                go.SetActive(activeSelf);
            }
        }
示例#2
0
        private void OnLoadCompleted(AssetItem rootItem, AssetItem[] assetItems, PersistentObject[] persistentObjects, ProjectEventHandler <UnityObject> callback)
        {
            for (int i = 0; i < assetItems.Length; ++i)
            {
                AssetItem assetItem = assetItems[i];
                if (!m_assetDB.IsMapped(assetItem.ItemID))
                {
                    if (m_assetDB.IsStaticResourceID(assetItem.ItemID))
                    {
                        int ordinal = m_assetDB.ToOrdinal(assetItem.ItemID);
                        if (m_assetDB.IsLibraryRefLoaded(ordinal))
                        {
                            m_assetDB.RemoveLibrary(ordinal);
                        }

                        if (!m_assetDB.IsLibraryLoaded(ordinal))
                        {
                            AssetLibraryReferenceInfo reference = m_projectInfo.References.FirstOrDefault(r => r.Ordinal == ordinal);
                            if (reference != null)
                            {
                                m_assetDB.LoadLibrary(reference.AssetLibrary, reference.Ordinal);
                            }
                        }
                    }
                    else if (m_assetDB.IsDynamicResourceID(assetItem.ItemID))
                    {
                        PersistentObject persistentObject = persistentObjects[i];
                        if (persistentObject != null)
                        {
                            if (persistentObject is PersistentPrefab)
                            {
                                PersistentPrefab persistentPrefab                = (PersistentPrefab)persistentObject;
                                Dictionary <int, UnityObject> idToObj            = new Dictionary <int, UnityObject>();
                                List <GameObject>             createdGameObjects = new List <GameObject>();
                                persistentPrefab.CreateGameObjectWithComponents(m_typeMap, persistentPrefab.Descriptors[0], idToObj, createdGameObjects);
                                m_assetDB.RegisterDynamicResources(idToObj);
                                for (int j = 0; j < createdGameObjects.Count; ++j)
                                {
                                    GameObject createdGO = createdGameObjects[i];
                                    createdGO.transform.SetParent(createdGO.transform, false);
                                    m_dynamicResources.Add(unchecked ((int)m_assetDB.ToID(createdGO)), createdGO);
                                }
                            }
                            else
                            {
                                Type        type     = m_typeMap.ToType(assetItem.TypeGuid);
                                UnityObject instance = m_factory.CreateInstance(type);
                                m_assetDB.RegisterDynamicResource(unchecked ((int)assetItem.ItemID), instance);
                                m_dynamicResources.Add(unchecked ((int)assetItem.ItemID), instance);
                            }
                        }
                    }
                }
            }

            for (int i = 0; i < persistentObjects.Length; ++i)
            {
                PersistentObject persistentObject = persistentObjects[i];
                if (persistentObject != null)
                {
                    if (m_assetDB.IsSceneID(assetItems[i].ItemID))
                    {
                        persistentObject.WriteTo(SceneManager.GetActiveScene());
                    }
                    else
                    {
                        UnityObject obj = m_assetDB.FromID <UnityObject>(assetItems[i].ItemID);
                        Debug.Assert(obj != null);
                        if (obj != null)
                        {
                            persistentObject.WriteTo(obj);
                        }
                    }
                }
            }

            UnityObject result = m_assetDB.FromID <UnityObject>(rootItem.ItemID);

            callback(new Error(Error.OK), result);
        }
示例#3
0
        protected override object WriteToImpl(object obj)
        {
            if (Descriptors == null && Data == null)
            {
                return(obj);
            }

            if (Descriptors == null && Data != null || Data != null && Descriptors == null)
            {
                throw new ArgumentException("data is corrupted", "scene");
            }

            if (Descriptors.Length == 0)
            {
                return(obj);
            }

            if (Identifiers == null || Identifiers.Length != Data.Length)
            {
                throw new ArgumentException("data is corrupted", "scene");
            }

            Scene scene = (Scene)obj;

            GameObject[] rootGameObjects = scene.GetRootGameObjects();
            for (int i = 0; i < rootGameObjects.Length; ++i)
            {
                GameObject rootGO = rootGameObjects[i];
                if (rootGO.GetComponent <RTSL2Ignore>())
                {
                    continue;
                }

                UnityObject.Destroy(rootGO);
            }

            Dictionary <int, UnityObject> idToUnityObj = new Dictionary <int, UnityObject>();

            for (int i = 0; i < Descriptors.Length; ++i)
            {
                PersistentDescriptor descriptor = Descriptors[i];
                if (descriptor != null)
                {
                    CreateGameObjectWithComponents(m_typeMap, descriptor, idToUnityObj);
                }
            }

            UnityObject[] assetInstances = null;
            if (AssetIdentifiers != null)
            {
                IUnityObjectFactory factory = IOC.Resolve <IUnityObjectFactory>();
                assetInstances = new UnityObject[AssetIdentifiers.Length];
                for (int i = 0; i < AssetIdentifiers.Length; ++i)
                {
                    PersistentObject asset = Assets[i];

                    Type uoType = m_typeMap.ToUnityType(asset.GetType());
                    if (uoType != null)
                    {
                        UnityObject assetInstance = factory.CreateInstance(uoType);
                        if (assetInstance != null)
                        {
                            assetInstances[i] = assetInstance;
                            idToUnityObj.Add(AssetIdentifiers[i], assetInstance);
                        }
                    }
                    else
                    {
                        Debug.LogWarning("Unable to resolve unity type for " + asset.GetType().FullName);
                    }
                }
            }

            m_assetDB.RegisterSceneObjects(idToUnityObj);

            if (assetInstances != null)
            {
                for (int i = 0; i < AssetIdentifiers.Length; ++i)
                {
                    UnityObject assetInstance = assetInstances[i];
                    if (assetInstance != null)
                    {
                        PersistentObject asset = Assets[i];
                        asset.WriteTo(assetInstance);
                    }
                }
            }

            RestoreDataAndResolveDependencies();
            m_assetDB.UnregisterSceneObjects();

            return(scene);
        }