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SerializableObject.cs
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108 lines (82 loc) · 3 KB
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using UnityEngine;
namespace DonutDiner.Framework.Data
{
// Abstract class to allow for object serialization.
// Inherit SerializableObject instead of Monobehavior, and optionally override functions to save more data.
// Implemented by Ben Russell
public abstract class SerializableObject : MonoBehaviour
{
#region Fields
// Global Unique ID for identifying object when serializing
[HideInInspector] [SerializeField] private string _guid = "";
// Flag for if object has loaded its data from a save file
private bool _loadedFromFile = false;
#endregion
#region Unity Methods
#if UNITY_EDITOR
private void Reset()
{
// Generate GUID during normal object creation
GenerateGuid();
}
private void OnValidate()
{
if (_guid == "")
{
// Check guid has been created (In case object was already created when inheritance was switched to Serializable Object)
GenerateGuid();
}
if (!Application.isPlaying)
{
if (!string.IsNullOrEmpty(transform.root.gameObject.scene.name))
{
// Add membership with Object Manager if needed
AddToObjectManager();
}
}
}
#endif
#endregion
#region Public Methods
public string GetGuid() => _guid;
public bool GetLoadedFromFile() => _loadedFromFile;
public virtual void WriteData()
{
// Only generic data by default
WriteHeader();
}
public virtual void ReadData()
{
// Only generic data by default
ReadHeader();
}
public void AddToObjectManager()
{
if (ObjectManager.Instance().AddSerializableObject(this))
{
// GUID was already taken, (because I come from a duplication)
GenerateGuid();
}
}
#endregion
#region Private Methods
private void GenerateGuid() => _guid = System.Guid.NewGuid().ToString();
// Write attributes common to all serializable objects
protected void WriteHeader()
{
Serialize.Write(gameObject.name); // For save-file readability only
Serialize.Write(GetGuid());
Serialize.Write(transform.position);
Serialize.Write(transform.rotation.eulerAngles);
}
// Load attributes common to all serializable objects
protected void ReadHeader()
{
_loadedFromFile = true;
// _guid has already been read, in order to find this unique object
transform.position = Serialize.ReadVector3();
transform.rotation = Quaternion.Euler(Serialize.ReadVector3());
}
#endregion
}
}