ReferenceCollector.cs 3.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using Object = UnityEngine.Object;
  6. #if UNITY_EDITOR
  7. using UnityEditor;
  8. #endif
  9. [Serializable]
  10. public class ReferenceCollectorData
  11. {
  12. public string key;
  13. public Object gameObject;
  14. }
  15. public class ReferenceCollectorDataComparer : IComparer<ReferenceCollectorData>
  16. {
  17. public int Compare(ReferenceCollectorData x, ReferenceCollectorData y)
  18. {
  19. return String.Compare(x.key, y.key, StringComparison.Ordinal);
  20. }
  21. }
  22. public class ReferenceCollector: MonoBehaviour, ISerializationCallbackReceiver
  23. {
  24. public List<ReferenceCollectorData> data = new List<ReferenceCollectorData>();
  25. private Dictionary<string, Object> dict = new Dictionary<string, Object>();
  26. #if UNITY_EDITOR
  27. public void Add(string key, Object obj)
  28. {
  29. SerializedObject serializedObject = new SerializedObject(this);
  30. var dataProperty = serializedObject.FindProperty("data");
  31. int i;
  32. for (i = 0; i < data.Count; i++)
  33. {
  34. if (data[i].key == key)
  35. {
  36. break;
  37. }
  38. }
  39. if (i != data.Count)
  40. {
  41. var element = dataProperty.GetArrayElementAtIndex(i);
  42. element.FindPropertyRelative("gameObject").objectReferenceValue = obj;
  43. }
  44. else
  45. {
  46. dataProperty.InsertArrayElementAtIndex(i);
  47. var element = dataProperty.GetArrayElementAtIndex(i);
  48. element.FindPropertyRelative("key").stringValue = key;
  49. element.FindPropertyRelative("gameObject").objectReferenceValue = obj;
  50. }
  51. EditorUtility.SetDirty(this);
  52. serializedObject.ApplyModifiedProperties();
  53. serializedObject.UpdateIfDirtyOrScript();
  54. }
  55. public void Remove(string key)
  56. {
  57. SerializedObject serializedObject = new SerializedObject(this);
  58. var dataProperty = serializedObject.FindProperty("data");
  59. int i;
  60. for (i = 0; i < data.Count; i++)
  61. {
  62. if (data[i].key == key)
  63. {
  64. break;
  65. }
  66. }
  67. if (i != data.Count)
  68. {
  69. dataProperty.DeleteArrayElementAtIndex(i);
  70. }
  71. EditorUtility.SetDirty(this);
  72. serializedObject.ApplyModifiedProperties();
  73. serializedObject.UpdateIfDirtyOrScript();
  74. }
  75. public void Clear()
  76. {
  77. SerializedObject serializedObject = new SerializedObject(this);
  78. var dataProperty = serializedObject.FindProperty("data");
  79. dataProperty.ClearArray();
  80. EditorUtility.SetDirty(this);
  81. serializedObject.ApplyModifiedProperties();
  82. serializedObject.UpdateIfDirtyOrScript();
  83. }
  84. public void Sort()
  85. {
  86. SerializedObject serializedObject = new SerializedObject(this);
  87. data.Sort(new ReferenceCollectorDataComparer());
  88. EditorUtility.SetDirty(this);
  89. serializedObject.ApplyModifiedProperties();
  90. serializedObject.UpdateIfDirtyOrScript();
  91. }
  92. #endif
  93. public T Get<T>(string key) where T : class
  94. {
  95. Object dictGo;
  96. if (!dict.TryGetValue(key, out dictGo))
  97. {
  98. return null;
  99. }
  100. if (typeof(T) == typeof(GameObject))
  101. {
  102. return dictGo as T;
  103. }
  104. var go = dictGo as GameObject;
  105. if (go != null)
  106. {
  107. return (dictGo as GameObject).GetComponent<T>();
  108. }
  109. return dictGo as T;
  110. }
  111. public void OnBeforeSerialize()
  112. {
  113. }
  114. public void OnAfterDeserialize()
  115. {
  116. dict.Clear();
  117. foreach (var referenceCollectorData in data)
  118. {
  119. if (!dict.ContainsKey(referenceCollectorData.key))
  120. {
  121. dict.Add(referenceCollectorData.key, referenceCollectorData.gameObject);
  122. }
  123. }
  124. }
  125. }