OvertakingLegend/Assets/Plugins/vHierarchy/VHierarchyCache.cs

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2025-03-24 03:08:22 +00:00
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.ShortcutManagement;
using System.Reflection;
using System.Linq;
using UnityEngine.UIElements;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using Type = System.Type;
using static VHierarchy.VHierarchyData;
using static VHierarchy.Libs.VUtils;
using static VHierarchy.Libs.VGUI;
namespace VHierarchy
{
[FilePath("Library/vHierarchy Cache.asset", FilePathAttribute.Location.ProjectFolder)]
public class VHierarchyCache : ScriptableSingleton<VHierarchyCache>
{
// used for finding SceneData and SceneIdMap for objects that were moved out of their original scene
public SerializableDictionary<int, string> originalSceneGuids_byInstanceId = new SerializableDictionary<int, string>();
// used as cache for converting GlobalID to InstanceID and as a way to find GameObjectData for prefabs in playmode (when prefabs produce invalid GlobalIDs)
public SerializableDictionary<string, SceneIdMap> sceneIdMaps_bySceneGuid = new SerializableDictionary<string, SceneIdMap>();
[System.Serializable]
public class SceneIdMap
{
public SerializableDictionary<int, GlobalID> globalIds_byInstanceId = new SerializableDictionary<int, GlobalID>();
public int instanceIdsHash;
public int globalIdsHash;
}
public static void Clear()
{
instance.originalSceneGuids_byInstanceId.Clear();
instance.sceneIdMaps_bySceneGuid.Clear();
instance.Save(true);
}
// public static void Save() => instance.Save(true); // cache is never saved to disk, it just needs to survive domain reloads
}
}
#endif