示例#1
0
        // When de-serializing or creating this component, we want to either restore our serialized GUID
        // or create a new one.
        void CreateGuid()
        {
            // if our serialized data is invalid, then we are a new object and need a new GUID
            if (serializedGuid == null || serializedGuid.Length != 16)
            {
#if UNITY_EDITOR
                // if in editor, make sure we aren't a prefab of some kind
                if (IsAssetOnDisk())
                {
                    return;
                }
                Undo.RecordObject(this, "Added GUID");
#endif
                guid           = Guid.NewGuid();
                serializedGuid = guid.ToByteArray();

#if UNITY_EDITOR
                // If we are creating a new GUID for a prefab instance of a prefab, but we have somehow lost our prefab connection
                // force a save of the modified prefab instance properties
                if (PrefabUtility.IsPartOfNonAssetPrefabInstance(this))
                {
                    PrefabUtility.RecordPrefabInstancePropertyModifications(this);
                }
#endif
            }
            else if (guid == Guid.Empty)
            {
                // otherwise, we should set our system guid to our serialized guid
                guid = new Guid(serializedGuid);
            }

            // register with the GUID Manager so that other components can access this
            if (guid != Guid.Empty)
            {
                if (!GuidManagerSingleton.Add(guid, gameObject))
                {
                    // if registration fails, we probably have a duplicate or invalid GUID, get us a new one.
                    RegenerateGuid();
                }
            }
        }
示例#2
0
        /// <summary>
        /// Sets guid. Be careful with this method. It should be called only in specific cases.
        /// </summary>
        /// <param name="value">New guid</param>
        public void SetGuid(Guid value)
        {
            cachedStringGuid = null;
            Guid?oldGuid = null;

            if (IsGuidAssigned())
            {
                oldGuid = guid;
                GuidManagerSingleton.Remove(guid);
            }

            guid = value;
            if (!GuidManagerSingleton.Add(guid, gameObject))
            {
                Debug.LogError($"Trying to set invalid guid: {value}. Previous guid restored.");
                if (oldGuid.HasValue)
                {
                    guid = oldGuid.Value;
                    GuidManagerSingleton.Add(guid, gameObject);
                }
            }
        }