ReferenceCollector.cs 3.0 KB

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