622 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			622 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			C#
		
	
	
	
| using UnityEngine;
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| using System.Collections;
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| using System.Collections.Generic;
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| using System.Linq;
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| using System;
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| using UnityEngine.UI;
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| using UnityEngine.SceneManagement;
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| 
 | |
| namespace ES3Internal
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| {
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|     [System.Serializable]
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|     [DisallowMultipleComponent]
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|     public abstract class ES3ReferenceMgrBase : MonoBehaviour
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|     {
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|         internal object _lock = new object();
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| 
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|         public const string referencePropertyName = "_ES3Ref";
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|         private static ES3ReferenceMgrBase _current = null;
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|         private static HashSet<ES3ReferenceMgrBase> mgrs = new HashSet<ES3ReferenceMgrBase>();
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| #if UNITY_EDITOR
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|         private const int CollectDependenciesDepth = 5;
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|         protected static bool isEnteringPlayMode = false;
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|         static readonly HideFlags[] invalidHideFlags = new HideFlags[] { HideFlags.DontSave, HideFlags.DontSaveInBuild, HideFlags.DontSaveInEditor, HideFlags.HideAndDontSave };
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| #endif
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| 
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|         private static System.Random rng;
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| 
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|         [HideInInspector]
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|         public bool openPrefabs = false; // Whether the prefab list should be open in the Editor.
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| 
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|         public List<ES3Prefab> prefabs = new List<ES3Prefab>();
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| 
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|         public static ES3ReferenceMgrBase Current
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|         {
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|             get
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|             {
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|                 // If the reference manager hasn't been assigned, or we've got a reference to a manager in a different scene which isn't marked as DontDestroyOnLoad, look for this scene's manager.
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|                 if (_current == null /*|| (_current.gameObject.scene.buildIndex != -1 && _current.gameObject.scene != SceneManager.GetActiveScene())*/)
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|                 {
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|                     var scene = SceneManager.GetActiveScene();
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|                     var roots = scene.GetRootGameObjects();
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|                     ES3ReferenceMgr mgr = null;
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| 
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|                     // First, look for Easy Save 3 Manager in the top-level.
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|                     foreach (var root in roots)
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|                         if (root.name == "Easy Save 3 Manager")
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|                             mgr = root.GetComponent<ES3ReferenceMgr>();
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| 
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|                     // If the user has moved or renamed the Easy Save 3 Manager, we need to perform a deep search.
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|                     if (mgr == null)
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|                         foreach (var root in roots)
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|                             if ((_current = root.GetComponentInChildren<ES3ReferenceMgr>()) != null)
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|                                 return _current;
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| 
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|                     mgrs.Add(_current = mgr);
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|                 }
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|                 return _current;
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|             }
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|         }
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| 
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|         public bool IsInitialised { get { return idRef.Count > 0; } }
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| 
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|         [SerializeField]
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|         public ES3IdRefDictionary idRef = new ES3IdRefDictionary();
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|         private ES3RefIdDictionary _refId = null;
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| 
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|         public ES3RefIdDictionary refId
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|         {
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|             get
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|             {
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|                 if (_refId == null)
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|                 {
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|                     _refId = new ES3RefIdDictionary();
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|                     // Populate the reverse dictionary with the items from the normal dictionary.
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|                     foreach (var kvp in idRef)
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|                         if (kvp.Value != null)
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|                             _refId[kvp.Value] = kvp.Key;
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|                 }
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|                 return _refId;
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|             }
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|             set
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|             {
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|                 _refId = value;
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|             }
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|         }
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| 
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|         public ES3GlobalReferences GlobalReferences
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|         {
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|             get
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|             {
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|                 return ES3GlobalReferences.Instance;
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|             }
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|         }
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| 
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|         private void Awake()
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|         {
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|             if (_current != null && _current != this)
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|             {
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|                 var existing = _current;
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| 
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|                 /* We intentionally use Current rather than _current here, as _current may contain a reference to a manager in another scene, 
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|                  * but Current only returns the Manager for the active scene. */
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|                 if (Current != null)
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|                 {
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|                     existing.Merge(this);
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|                     if (gameObject.name.Contains("Easy Save 3 Manager"))
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|                         Destroy(this.gameObject);
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|                     else
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|                         Destroy(this);
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|                     _current = existing; // Undo the call to Current, which may have set it to NULL.
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|                 }
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|             }
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|             else
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|                 _current = this;
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|             mgrs.Add(this);
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|         }
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| 
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|         private void OnDestroy()
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|         {
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|             mgrs.Remove(this);
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|         }
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| 
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|         // Merges two managers, not allowing any clashes of IDs
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|         public void Merge(ES3ReferenceMgrBase otherMgr)
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|         {
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|             foreach (var kvp in otherMgr.idRef)
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|                 Add(kvp.Value, kvp.Key);
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|         }
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| 
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|         public long Get(UnityEngine.Object obj)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 if (obj == null)
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|                     return -1;
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|                 long id;
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|                 if (!mgr.refId.TryGetValue(obj, out id))
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|                     return -1;
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|                 return id;
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|             }
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|             return -1;
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|         }
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| 
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|         internal UnityEngine.Object Get(long id, Type type, bool suppressWarnings=false)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 if (id == -1)
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|                     return null;
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|                 UnityEngine.Object obj;
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|                 if (!mgr.idRef.TryGetValue(id, out obj))
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|                 {
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|                     if (GlobalReferences != null)
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|                     {
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|                         var globalRef = GlobalReferences.Get(id);
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|                         if (globalRef != null)
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|                             return globalRef;
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|                     }
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| 
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|                     if(type != null)
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|                         ES3Debug.LogWarning("Reference for " + type + " with ID " + id + " could not be found in Easy Save's reference manager. If you are loading objects dynamically (i.e. objects created at runtime), this warning is expected and can be ignored.", this);
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|                     else
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|                         ES3Debug.LogWarning("Reference with ID " + id + " could not be found in Easy Save's reference manager. If you are loading objects dynamically (i.e. objects created at runtime), this warning is expected and can be ignored.", this);
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|                     return null;
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|                 }
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|                 if (obj == null) // If obj has been marked as destroyed but not yet destroyed, don't return it.
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|                     return null;
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|                 return obj;
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|             }
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|             return null;
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|         }
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| 
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|         public UnityEngine.Object Get(long id, bool suppressWarnings = false)
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|         {
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|             return Get(id, null, suppressWarnings);
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|         }
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| 
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|         public ES3Prefab GetPrefab(long id, bool suppressWarnings = false)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 foreach (var prefab in mgr.prefabs)
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|                     if (prefabs != null && prefab.prefabId == id)
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|                         return prefab;
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|             }
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|             if (!suppressWarnings)
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|                 ES3Debug.LogWarning("Prefab with ID " + id + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene.", this);
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|             return null;
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|         }
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| 
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|         public long GetPrefab(ES3Prefab prefabToFind, bool suppressWarnings = false)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 foreach (var prefab in prefabs)
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|                     if (prefab == prefabToFind)
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|                         return prefab.prefabId;
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|             }
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|             if (!suppressWarnings)
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|                 ES3Debug.LogWarning("Prefab with name " + prefabToFind.name + " could not be found in Easy Save's reference manager. Try pressing the Refresh References button on the ES3ReferenceMgr Component of the Easy Save 3 Manager in your scene.", prefabToFind);
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|             return -1;
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|         }
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| 
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|         public long Add(UnityEngine.Object obj)
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|         {
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|             long id;
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|             // If it already exists in the list, do nothing.
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|             if (refId.TryGetValue(obj, out id))
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|                 return id;
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| 
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|             if (GlobalReferences != null)
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|             {
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|                 id = GlobalReferences.GetOrAdd(obj);
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|                 if (id != -1)
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|                 {
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|                     Add(obj, id);
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|                     return id;
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|                 }
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|             }
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| 
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|             lock (_lock)
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|             {
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|                 // Add the reference to the Dictionary.
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|                 id = GetNewRefID();
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|                 return Add(obj, id);
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|             }
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|         }
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| 
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|         public long Add(UnityEngine.Object obj, long id)
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|         {
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|             if (!CanBeSaved(obj))
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|                 return -1;
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| 
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|             // If the ID is -1, auto-generate an ID.
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|             if (id == -1)
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|                 id = GetNewRefID();
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|             // Add the reference to the Dictionary.
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|             lock (_lock)
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|             {
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|                 idRef[id] = obj;
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|                 if(obj != null)
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|                     refId[obj] = id;
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|             }
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|             return id;
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|         }
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| 
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|         public bool AddPrefab(ES3Prefab prefab)
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|         {
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|             if (!prefabs.Contains(prefab))
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|             {
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|                 prefabs.Add(prefab);
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|                 return true;
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|             }
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|             return false;
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|         }
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| 
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|         public void Remove(UnityEngine.Object obj)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 lock (mgr._lock)
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|                 {
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|                     mgr.refId.Remove(obj);
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|                     // There may be multiple references with the same ID, so remove them all.
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|                     foreach (var item in mgr.idRef.Where(kvp => kvp.Value == obj).ToList())
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|                         mgr.idRef.Remove(item.Key);
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|                 }
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|             }
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|         }
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| 
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|         public void Remove(long referenceID)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 lock (mgr._lock)
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|                 {
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|                     mgr.idRef.Remove(referenceID);
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|                     // There may be multiple references with the same ID, so remove them all.
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|                     foreach (var item in mgr.refId.Where(kvp => kvp.Value == referenceID).ToList())
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|                         mgr.refId.Remove(item.Key);
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|                 }
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|             }
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|         }
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| 
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|         public void RemoveNullOrInvalidValues()
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|         {
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|             var nullKeys = idRef.Where(pair => pair.Value == null || !CanBeSaved(pair.Value))
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|                                 .Select(pair => pair.Key).ToList();
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|             foreach (var key in nullKeys)
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|                 idRef.Remove(key);
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| 
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|             if (GlobalReferences != null)
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|                 GlobalReferences.RemoveInvalidKeys();
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|         }
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| 
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|         public void Clear()
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|         {
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|             lock (_lock)
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|             {
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|                 refId.Clear();
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|                 idRef.Clear();
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|             }
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|         }
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| 
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|         public bool Contains(UnityEngine.Object obj)
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|         {
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|             return refId.ContainsKey(obj);
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|         }
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| 
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|         public bool Contains(long referenceID)
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|         {
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|             return idRef.ContainsKey(referenceID);
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|         }
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| 
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|         public void ChangeId(long oldId, long newId)
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|         {
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|             foreach (var mgr in mgrs)
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|             {
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|                 if (mgr == null)
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|                     continue;
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| 
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|                 mgr.idRef.ChangeKey(oldId, newId);
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|                 // Empty the refId so it has to be refreshed.
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|                 mgr.refId = null;
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|             }
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|         }
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| 
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|         internal static long GetNewRefID()
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|         {
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|             if (rng == null)
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|                 rng = new System.Random();
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| 
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|             byte[] buf = new byte[8];
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|             rng.NextBytes(buf);
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|             long longRand = BitConverter.ToInt64(buf, 0);
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| 
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|             return (System.Math.Abs(longRand % (long.MaxValue - 0)) + 0);
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|         }
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| 
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| #if UNITY_EDITOR
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|         public static HashSet<UnityEngine.Object> CollectDependencies(UnityEngine.Object obj, HashSet<UnityEngine.Object> dependencies = null, int depth = CollectDependenciesDepth)
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|         {
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|             return CollectDependencies(new UnityEngine.Object[] { obj }, dependencies, depth);
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|         }
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| 
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|         /*
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|          * Collects all top-level dependencies of an object.
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|          * For GameObjects, it will traverse all children.
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|          * For Components or ScriptableObjects, it will get all serialisable UnityEngine.Object fields/properties as dependencies.
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|          */
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|         public static HashSet<UnityEngine.Object> CollectDependencies(UnityEngine.Object[] objs, HashSet<UnityEngine.Object> dependencies = null, int depth = CollectDependenciesDepth)
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|         {
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|             if (depth < 0)
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|                 return dependencies;
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| 
 | |
|             if (dependencies == null)
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|                 dependencies = new HashSet<UnityEngine.Object>();
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| 
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|             foreach (var obj in objs)
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|             {
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|                 if (obj == null)
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|                     continue;
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| 
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|                 var type = obj.GetType();
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| 
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|                 // Skip types which don't need processing
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|                 if (type == typeof(ES3ReferenceMgr) || type == typeof(ES3AutoSaveMgr) || type == typeof(ES3AutoSave) || type == typeof(ES3InspectorInfo))
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|                     continue;
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| 
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|                 // Add the prefab to the manager but don't process it. We'll use this to work out what prefabs to add to the prefabs list later.
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|                 if (type == typeof(ES3Prefab))
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|                 {
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|                     dependencies.Add(obj);
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|                     continue;
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|                 }
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| 
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|                 // If it's a GameObject, get the GameObject's Components and collect their dependencies.
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|                 if (type == typeof(GameObject))
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|                 {
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|                     var go = (GameObject)obj;
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|                     // If we've not already processed this GameObject ...
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|                     if (dependencies.Add(go))
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|                     {
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|                         // Get the dependencies of each Component in the GameObject.
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|                         CollectDependencies(go.GetComponents<Component>(), dependencies, depth - 1);
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|                         // Get the dependencies of each child in the GameObject.
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|                         foreach (Transform child in go.transform)
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|                             CollectDependencies(child.gameObject, dependencies, depth); // Don't decrement child, as we consider this a top-level object.
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|                     }
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|                 }
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|                 // Else if it's a Component or ScriptableObject, add the values of any UnityEngine.Object fields as dependencies.
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|                 else
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|                     CollectDependenciesFromFields(obj, dependencies, depth - 1);
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|             }
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| 
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|             return dependencies;
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|         }
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| 
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|         private static void CollectDependenciesFromFields(UnityEngine.Object obj, HashSet<UnityEngine.Object> dependencies, int depth)
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|         {
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|             // If we've already collected dependencies for this, do nothing.
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|             if (!dependencies.Add(obj))
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|                 return;
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| 
 | |
|             if (depth < 0)
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|                 return;
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| 
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|             var type = obj.GetType();
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| 
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|             if (isEnteringPlayMode && type == typeof(UnityEngine.UI.Text))
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|                 return;
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| 
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|             try
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|             {
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|                 // SerializedObject is expensive, so for known classes we manually gather references.
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| 
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|                 if (type == typeof(Animator) || obj is Transform || type == typeof(CanvasRenderer) || type == typeof(Mesh) || type == typeof(AudioClip) || type == typeof(Rigidbody) || obj is Texture || obj is HorizontalOrVerticalLayoutGroup)
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|                     return;
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| 
 | |
|                 if (obj is Graphic)
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|                 {
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|                     var m = (Graphic)obj;
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|                     dependencies.Add(m.material);
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|                     dependencies.Add(m.defaultMaterial);
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|                     dependencies.Add(m.mainTexture);
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| 
 | |
|                     if (type == typeof(Text))
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|                     {
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|                         var text = (Text)obj;
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|                         dependencies.Add(text.font);
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|                     }
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|                     else if (type == typeof(Image))
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|                     {
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|                         var img = (Image)obj;
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|                         dependencies.Add(img.sprite);
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|                     }
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|                     return;
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|                 }
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| 
 | |
|                 if (type == typeof(Mesh))
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|                 {
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|                     if (UnityEditor.AssetDatabase.Contains(obj))
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|                         dependencies.Add(obj);
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|                     return;
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|                 }
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| 
 | |
|                 if (type == typeof(Material))
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|                 {
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|                     dependencies.Add(((Material)obj).shader);
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|                     return;
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|                 }
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| 
 | |
|                 if (type == typeof(MeshFilter))
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|                 {
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|                     dependencies.Add(((MeshFilter)obj).sharedMesh);
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|                     return;
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|                 }
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| 
 | |
|                 if (type == typeof(MeshCollider))
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|                 {
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|                     var mc = (MeshCollider)obj;
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|                     dependencies.Add(mc.sharedMesh);
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|                     dependencies.Add(mc.sharedMaterial);
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|                     dependencies.Add(mc.attachedRigidbody);
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|                     return;
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|                 }
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| 
 | |
|                 if (type == typeof(Camera))
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|                 {
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|                     var c = (Camera)obj;
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|                     dependencies.Add(c.targetTexture);
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|                     return;
 | |
|                 }
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| 
 | |
|                 if (type == typeof(SkinnedMeshRenderer))
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|                     dependencies.Add(((SkinnedMeshRenderer)obj).sharedMesh); // Don't return. Let this fall through to the if(obj is renderer) call.
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|                 else if (type == typeof(SpriteRenderer))
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|                     dependencies.Add(((SpriteRenderer)obj).sprite); // Don't return. Let this fall through to the if(obj is renderer) call.
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|                 else if (type == typeof(ParticleSystemRenderer))
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|                     dependencies.Add(((ParticleSystemRenderer)obj).mesh); // Don't return. Let this fall through to the if(obj is renderer) call.
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| 
 | |
|                 if (obj is Renderer)
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|                 {
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|                     dependencies.UnionWith(((Renderer)obj).sharedMaterials);
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|                     return;
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|                 }
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|             }
 | |
|             catch { }
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| 
 | |
|             var so = new UnityEditor.SerializedObject(obj);
 | |
|             if (so == null)
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|                 return;
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| 
 | |
|             var property = so.GetIterator();
 | |
|             if (property == null)
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|                 return;
 | |
| 
 | |
|             // Iterate through each of this object's properties.
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|             while (property.NextVisible(true))
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|             {
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|                 try
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|                 {
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|                     // If it's an array which contains UnityEngine.Objects, add them as dependencies.
 | |
|                     if (property.isArray)
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|                     {
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|                         for (int i = 0; i < property.arraySize; i++)
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|                         {
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|                             var element = property.GetArrayElementAtIndex(i);
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| 
 | |
|                             // If the array contains UnityEngine.Object types, add them to the dependencies.
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|                             if (element.propertyType == UnityEditor.SerializedPropertyType.ObjectReference)
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|                             {
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|                                 var elementValue = element.objectReferenceValue;
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|                                 var elementType = elementValue.GetType();
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| 
 | |
|                                 // If it's a GameObject, use CollectDependencies so that Components are also added.
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|                                 if (elementType == typeof(GameObject))
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|                                     CollectDependencies(elementValue, dependencies, depth - 1);
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|                                 else
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|                                     CollectDependenciesFromFields(elementValue, dependencies, depth - 1);
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|                             }
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|                             // Otherwise this array does not contain UnityEngine.Object types, so we should stop.
 | |
|                             else
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|                                 break;
 | |
|                         }
 | |
|                     }
 | |
|                     // Else if it's a normal UnityEngine.Object field, add it.
 | |
|                     else if (property.propertyType == UnityEditor.SerializedPropertyType.ObjectReference)
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|                     {
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|                         var propertyValue = property.objectReferenceValue;
 | |
|                         if (propertyValue == null)
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|                             break;
 | |
| 
 | |
|                         // If it's a GameObject, use CollectDependencies so that Components are also added.
 | |
|                         if (propertyValue.GetType() == typeof(GameObject))
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|                             CollectDependencies(propertyValue, dependencies, depth - 1);
 | |
|                         else
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|                             CollectDependenciesFromFields(propertyValue, dependencies, depth - 1);
 | |
|                     }
 | |
|                 }
 | |
|                 catch { }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // Called in the Editor when this Component is added.
 | |
|         private void Reset()
 | |
|         {
 | |
|             // Ensure that Component can only be added by going to Assets > Easy Save 3 > Add Manager to Scene.
 | |
|             if (gameObject.name != "Easy Save 3 Manager")
 | |
|             {
 | |
|                 UnityEditor.EditorUtility.DisplayDialog("Cannot add ES3ReferenceMgr directly", "Please go to 'Assets > Easy Save 3 > Add Manager to Scene' to add an Easy Save 3 Manager to your scene.", "Ok");
 | |
|                 DestroyImmediate(this);
 | |
|             }
 | |
|         }
 | |
| #endif
 | |
| 
 | |
|         internal static bool CanBeSaved(UnityEngine.Object obj)
 | |
|         {
 | |
| #if UNITY_EDITOR
 | |
|             if (obj == null)
 | |
|                 return true;
 | |
| 
 | |
|             foreach (var flag in invalidHideFlags)
 | |
|                 if ((obj.hideFlags & flag) != 0 && obj.hideFlags != HideFlags.HideInHierarchy && obj.hideFlags != HideFlags.HideInInspector && obj.hideFlags != HideFlags.NotEditable)
 | |
|                     if (!(obj is Mesh || obj is Material))
 | |
|                         return false;
 | |
| 
 | |
|             // Exclude the Easy Save 3 Manager, and all components attached to it.
 | |
|             if (obj.name == "Easy Save 3 Manager")
 | |
|                 return false;
 | |
| #endif
 | |
|             return true;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     [System.Serializable]
 | |
|     public class ES3IdRefDictionary : ES3SerializableDictionary<long, UnityEngine.Object>
 | |
|     {
 | |
|         protected override bool KeysAreEqual(long a, long b)
 | |
|         {
 | |
|             return a == b;
 | |
|         }
 | |
| 
 | |
|         protected override bool ValuesAreEqual(UnityEngine.Object a, UnityEngine.Object b)
 | |
|         {
 | |
|             return a == b;
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
 | |
|     [System.Serializable]
 | |
|     public class ES3RefIdDictionary : ES3SerializableDictionary<UnityEngine.Object, long>
 | |
|     {
 | |
|         protected override bool KeysAreEqual(UnityEngine.Object a, UnityEngine.Object b)
 | |
|         {
 | |
|             return a == b;
 | |
|         }
 | |
| 
 | |
|         protected override bool ValuesAreEqual(long a, long b)
 | |
|         {
 | |
|             return a == b;
 | |
|         }
 | |
|     }
 | |
| } |