generated from max/template-unity-project
	Work State Serialization
- Worked on serialization issues (some string data doesn't get correctly formatted, but was also not needed, so removed the data part from ScenePartition) - Moved some files to runtime (wip)
This commit is contained in:
		| @@ -5,10 +5,12 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|     [CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionDataSO")] |     [CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionDataSO")] | ||||||
|     public class ScenePartitionDataSO : ScriptableObject |     public class ScenePartitionDataSO : ScriptableObject | ||||||
|     { |     { | ||||||
|         public bool hasCreatedPartitions => scenePartitions != null && scenePartitions.Count > 0; |         public bool HasCreatedPartitions => ScenePartitions != null && ScenePartitions.Count > 0; | ||||||
|         public SerializableSortedList<uint, ScenePartition> scenePartitions = new SerializableSortedList<uint, ScenePartition>(); |         public ScenePartitionSortedList ScenePartitions = new ScenePartitionSortedList(); | ||||||
| 
 | 
 | ||||||
|         public bool hasLoadedPartitions => loadedScenePartitions != null && loadedScenePartitions.Count > 0; |         public bool HasLoadedPartitions => LoadedScenePartitions != null && LoadedScenePartitions.Count > 0; | ||||||
|         public SerializableSortedList<uint, ScenePartition> loadedScenePartitions = new SerializableSortedList<uint, ScenePartition>(); |         public ScenePartitionSortedList LoadedScenePartitions = new ScenePartitionSortedList(); | ||||||
|  | 
 | ||||||
|  |         public SceneGrid SceneGrid = new SceneGrid(); | ||||||
|     } |     } | ||||||
| } | } | ||||||
| @@ -1,5 +1,6 @@ | |||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using UnityEditor; | using UnityEditor; | ||||||
|  | using UnityEngine; | ||||||
| 
 | 
 | ||||||
| namespace VertexColor.ScenePartition.Editor | namespace VertexColor.ScenePartition.Editor | ||||||
| { | { | ||||||
| @@ -18,45 +19,32 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|             EditorGUILayout.Space(); |             EditorGUILayout.Space(); | ||||||
| 
 | 
 | ||||||
|  |             if (GUILayout.Button("Force Serialize")) | ||||||
|  |             { | ||||||
|  |                 AssetDatabase.ForceReserializeAssets(new string[] { AssetDatabase.GetAssetPath(scenePartitionDataSO) }, ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata); | ||||||
|  |             } | ||||||
|  | 
 | ||||||
|             using (new EditorGUI.DisabledGroupScope(true)) |             using (new EditorGUI.DisabledGroupScope(true)) | ||||||
|             { |             { | ||||||
|                 if (scenePartitionDataSO.hasCreatedPartitions) |                 if (scenePartitionDataSO.HasCreatedPartitions) | ||||||
|                 { |                 { | ||||||
|                     EditorGUILayout.LabelField($"scenePartitions"); |                     EditorGUILayout.LabelField($"scenePartitions"); | ||||||
| 
 | 
 | ||||||
|                     foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.scenePartitions) |                     foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.ScenePartitions) | ||||||
|                     { |                     { | ||||||
|                         EditorGUILayout.IntField((int)scenePartition.Value.id); |                         EditorGUILayout.IntField((int)scenePartition.Value.id); | ||||||
|                         if (scenePartition.Value.references != null && scenePartition.Value.references.Count > 0) |  | ||||||
|                         { |  | ||||||
|                             EditorGUI.indentLevel++; |  | ||||||
|                             foreach (var reference in scenePartition.Value.references) |  | ||||||
|                             { |  | ||||||
|                                 EditorGUILayout.IntField((int)reference); |  | ||||||
|                             } |  | ||||||
|                             EditorGUI.indentLevel--; |  | ||||||
|                         } |  | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 EditorGUILayout.Space(); |                 EditorGUILayout.Space(); | ||||||
| 
 | 
 | ||||||
|                 if (scenePartitionDataSO.hasLoadedPartitions) |                 if (scenePartitionDataSO.HasLoadedPartitions) | ||||||
|                 { |                 { | ||||||
|                     EditorGUILayout.LabelField($"loadedScenePartitions"); |                     EditorGUILayout.LabelField($"loadedScenePartitions"); | ||||||
| 
 | 
 | ||||||
|                     foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.loadedScenePartitions) |                     foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.LoadedScenePartitions) | ||||||
|                     { |                     { | ||||||
|                         EditorGUILayout.IntField((int)scenePartition.Value.id); |                         EditorGUILayout.IntField((int)scenePartition.Value.id); | ||||||
|                         if (scenePartition.Value.references != null && scenePartition.Value.references.Count > 0) |  | ||||||
|                         { |  | ||||||
|                             EditorGUI.indentLevel++; |  | ||||||
|                             foreach (var reference in scenePartition.Value.references) |  | ||||||
|                             { |  | ||||||
|                                 EditorGUILayout.IntField((int)reference); |  | ||||||
|                             } |  | ||||||
|                             EditorGUI.indentLevel--; |  | ||||||
|                         } |  | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
|   | |||||||
| @@ -1,5 +1,6 @@ | |||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using System.IO; | using System.IO; | ||||||
|  | using System.Text.RegularExpressions; | ||||||
| using UnityEditor; | using UnityEditor; | ||||||
| using UnityEditor.SceneManagement; | using UnityEditor.SceneManagement; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
| @@ -11,15 +12,17 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|     public class ScenePartitionSO : ScriptableObject |     public class ScenePartitionSO : ScriptableObject | ||||||
|     { |     { | ||||||
|         [field: SerializeField] |         [field: SerializeField] | ||||||
|         public SceneAsset sceneAsset { get; private set; } = null; |         public SceneAsset SceneAsset { get; private set; } = null; | ||||||
|         public string sceneName => sceneAsset == null ? name : sceneAsset.name; |         public string SceneName => SceneAsset == null ? name : SceneAsset.name; | ||||||
|         public ScenePartitionDataSO scenePartitionData = null; | 
 | ||||||
|  |         [SerializeField] | ||||||
|  |         private ScenePartitionDataSO scenePartitionData = null; | ||||||
| 
 | 
 | ||||||
|         public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 }; |         public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 }; | ||||||
| 
 | 
 | ||||||
|         public void CreateScene() |         public void CreateScene() | ||||||
|         { |         { | ||||||
|             if (sceneAsset != null) return; |             if (SceneAsset != null) return; | ||||||
| 
 | 
 | ||||||
|             string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity"); |             string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity"); | ||||||
| 
 | 
 | ||||||
| @@ -28,7 +31,7 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|             AssetDatabase.Refresh(); |             AssetDatabase.Refresh(); | ||||||
| 
 | 
 | ||||||
|             sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath); |             SceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath); | ||||||
| 
 | 
 | ||||||
|             AssetDatabase.SaveAssets(); |             AssetDatabase.SaveAssets(); | ||||||
|             AssetDatabase.Refresh(); |             AssetDatabase.Refresh(); | ||||||
| @@ -39,9 +42,13 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|         /// </summary> |         /// </summary> | ||||||
|         public void LoadAll() |         public void LoadAll() | ||||||
|         { |         { | ||||||
|  |             AssetDatabase.StartAssetEditing(); | ||||||
|  | 
 | ||||||
|             CreateScenePartitions(); |             CreateScenePartitions(); | ||||||
|             SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.scenePartitions.Keys); |             SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.ScenePartitions.Keys); | ||||||
|             LoadScenePartitions(ids); |             LoadScenePartitions(ids); | ||||||
|  | 
 | ||||||
|  |             AssetDatabase.StopAssetEditing(); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         private void CreateScenePartitions() |         private void CreateScenePartitions() | ||||||
| @@ -49,29 +56,29 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|             string dataPath = ScenePartitionUtils.GetDataPath(this); |             string dataPath = ScenePartitionUtils.GetDataPath(this); | ||||||
|             string[] files = Directory.GetFiles(dataPath); |             string[] files = Directory.GetFiles(dataPath); | ||||||
| 
 | 
 | ||||||
|             scenePartitionData.scenePartitions = new SerializableSortedList<uint, ScenePartition>(); |             scenePartitionData.ScenePartitions = new ScenePartitionSortedList(); | ||||||
| 
 | 
 | ||||||
|             for (int i = 0; i < files.Length; i++) |             for (int i = 0; i < files.Length; i++) | ||||||
|             { |             { | ||||||
|                 ScenePartition scenePartition = new ScenePartition(files[i]); |                 ScenePartition scenePartition = new ScenePartition(files[i]); | ||||||
|                 scenePartitionData.scenePartitions.Add(scenePartition.id, scenePartition); |                 scenePartitionData.ScenePartitions.Add(scenePartition.id, scenePartition); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         private void LoadScenePartitions(SortedSet<uint> partitionIds) |         private void LoadScenePartitions(SortedSet<uint> partitionIds) | ||||||
|         { |         { | ||||||
|             if (!scenePartitionData.hasCreatedPartitions) return; |             if (!scenePartitionData.HasCreatedPartitions) return; | ||||||
| 
 | 
 | ||||||
|             string scenePath = ScenePartitionUtils.GetScenePath(this); |             string scenePath = ScenePartitionUtils.GetScenePath(this); | ||||||
| 
 | 
 | ||||||
|             List<string> data = new List<string>(); |             List<string> data = new List<string>(); | ||||||
| 
 | 
 | ||||||
|             scenePartitionData.loadedScenePartitions.Clear(); |             scenePartitionData.LoadedScenePartitions.Clear(); | ||||||
| 
 | 
 | ||||||
|             // Add default ids. |             // Add default ids. | ||||||
|             for (int i = 0; i < alwaysLoadIds.Count; i++) |             for (int i = 0; i < alwaysLoadIds.Count; i++) | ||||||
|             { |             { | ||||||
|                 if (scenePartitionData.scenePartitions.ContainsKey(alwaysLoadIds[i])) |                 if (scenePartitionData.ScenePartitions.ContainsKey(alwaysLoadIds[i])) | ||||||
|                 { |                 { | ||||||
|                     partitionIds.Add(alwaysLoadIds[i]); |                     partitionIds.Add(alwaysLoadIds[i]); | ||||||
|                 } |                 } | ||||||
| @@ -80,9 +87,9 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|             // Create scene data. |             // Create scene data. | ||||||
|             foreach (uint id in partitionIds) |             foreach (uint id in partitionIds) | ||||||
|             { |             { | ||||||
|                 ScenePartition p = scenePartitionData.scenePartitions[id]; |                 ScenePartition p = scenePartitionData.ScenePartitions[id]; | ||||||
|                 data.AddRange(p.data); |                 data.AddRange(File.ReadAllLines(p.filePath)); | ||||||
|                 scenePartitionData.loadedScenePartitions.Add(p.id, p); |                 scenePartitionData.LoadedScenePartitions.Add(p.id, p); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             // Create scene. |             // Create scene. | ||||||
| @@ -96,33 +103,41 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|         /// </summary> |         /// </summary> | ||||||
|         public void Save() |         public void Save() | ||||||
|         { |         { | ||||||
|             if (!scenePartitionData.hasCreatedPartitions) return; |             if (!scenePartitionData.HasCreatedPartitions) return; | ||||||
|             if (!scenePartitionData.hasLoadedPartitions) return; |             if (!scenePartitionData.HasLoadedPartitions) return; | ||||||
| 
 | 
 | ||||||
|             DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones. |             DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones. | ||||||
| 
 | 
 | ||||||
|  |             string pattern = @"&(\d+)"; | ||||||
|             string dataPath = ScenePartitionUtils.GetDataPath(this); |             string dataPath = ScenePartitionUtils.GetDataPath(this); | ||||||
|             string scenePath = ScenePartitionUtils.GetScenePath(this); |             string scenePath = ScenePartitionUtils.GetScenePath(this); | ||||||
| 
 | 
 | ||||||
|  |             // Read the data from the scene file. | ||||||
|             string[] data = File.ReadAllLines(scenePath); |             string[] data = File.ReadAllLines(scenePath); | ||||||
| 
 | 
 | ||||||
|  |             // Split it into blocks. | ||||||
|             int lastIndex = data.Length; |             int lastIndex = data.Length; | ||||||
|             for (int i = data.Length - 1; i >= 0; i--) |             for (int i = data.Length - 1; i >= 0; i--) | ||||||
|             { |             { | ||||||
|                 if (data[i].StartsWith("---")) // --- is the start of a new yaml document. |                 if (data[i].StartsWith("---")) // --- is the start of a new yaml document. | ||||||
|                 { |                 { | ||||||
|                     int idStartIndex = data[i].IndexOf(" &") + 2; // & is the start of the object id. |                     Match match = Regex.Match(data[i], pattern); | ||||||
|                     int idLength = data[i].Length; |  | ||||||
| 
 | 
 | ||||||
|                     File.WriteAllLines($"{dataPath}/{sceneName}-{data[i][idStartIndex..idLength]}.yaml", data[i..lastIndex]); |                     if (match.Success) | ||||||
|  |                     { | ||||||
|  |                         // Extract the file number | ||||||
|  |                         string id = match.Groups[1].Value; | ||||||
|  | 
 | ||||||
|  |                         // Write data to disk. | ||||||
|  |                         File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", data[i..lastIndex]); | ||||||
|  |                     } | ||||||
| 
 | 
 | ||||||
|                     lastIndex = i; |                     lastIndex = i; | ||||||
|                 } |                 } | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]); |             // Write header to disk. | ||||||
| 
 |             File.WriteAllLines($"{dataPath}/{SceneName}.yaml", data[0..lastIndex]); | ||||||
|             LoadAll(); // Reload. |  | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         /// <summary> |         /// <summary> | ||||||
| @@ -144,23 +159,21 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|             EditorSceneManager.SaveScene(scene); |             EditorSceneManager.SaveScene(scene); | ||||||
| 
 | 
 | ||||||
|             scenePartitionData.scenePartitions.Clear(); |             scenePartitionData.LoadedScenePartitions.Clear(); | ||||||
| 
 | 
 | ||||||
|             AssetDatabase.Refresh(); |             AssetDatabase.Refresh(); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         private void DeleteLoadedPartitions() |         private void DeleteLoadedPartitions() | ||||||
|         { |         { | ||||||
|             if (!scenePartitionData.hasCreatedPartitions) return; |             if (!scenePartitionData.HasCreatedPartitions) return; | ||||||
| 
 | 
 | ||||||
|             foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.scenePartitions) |             foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.LoadedScenePartitions) | ||||||
|             { |             { | ||||||
|                 if (!File.Exists(scenePartition.Value.filePath)) continue; |                 if (!File.Exists(scenePartition.Value.filePath)) continue; | ||||||
| 
 | 
 | ||||||
|                 File.Delete(scenePartition.Value.filePath); |                 File.Delete(scenePartition.Value.filePath); | ||||||
|             } |             } | ||||||
| 
 |  | ||||||
|             scenePartitionData.loadedScenePartitions.Clear(); |  | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         public void LoadPartitions(uint[] ids) |         public void LoadPartitions(uint[] ids) | ||||||
| @@ -169,7 +182,7 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|             for (int i = 0; i < ids.Length; i++) |             for (int i = 0; i < ids.Length; i++) | ||||||
|             { |             { | ||||||
|                 SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.scenePartitions, ids[i]); |                 SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.ScenePartitions, ids[i]); | ||||||
| 
 | 
 | ||||||
|                 foreach (uint c in connections) |                 foreach (uint c in connections) | ||||||
|                 { |                 { | ||||||
|   | |||||||
| @@ -20,7 +20,7 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|             EditorGUILayout.Space(); |             EditorGUILayout.Space(); | ||||||
| 
 | 
 | ||||||
|             if (scenePartitionSO.sceneAsset == null) |             if (scenePartitionSO.SceneAsset == null) | ||||||
|             { |             { | ||||||
|                 if (GUILayout.Button("Create Scene")) |                 if (GUILayout.Button("Create Scene")) | ||||||
|                 { |                 { | ||||||
| @@ -34,13 +34,10 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|                     scenePartitionSO.LoadAll(); |                     scenePartitionSO.LoadAll(); | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 if (scenePartitionSO.scenePartitionData.hasCreatedPartitions) |  | ||||||
|                 { |  | ||||||
|                 if (GUILayout.Button("Save")) |                 if (GUILayout.Button("Save")) | ||||||
|                 { |                 { | ||||||
|                     scenePartitionSO.Save(); |                     scenePartitionSO.Save(); | ||||||
|                 } |                 } | ||||||
|                 } |  | ||||||
| 
 | 
 | ||||||
|                 if (GUILayout.Button("Unload")) |                 if (GUILayout.Button("Unload")) | ||||||
|                 { |                 { | ||||||
|   | |||||||
| @@ -21,7 +21,7 @@ namespace VertexColor.ScenePartition.Editor | |||||||
| 
 | 
 | ||||||
|         public static string GetScenePath(ScenePartitionSO scenePartitionSO) |         public static string GetScenePath(ScenePartitionSO scenePartitionSO) | ||||||
|         { |         { | ||||||
|             string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.sceneAsset); |             string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.SceneAsset); | ||||||
| 
 | 
 | ||||||
|             return scenePath; |             return scenePath; | ||||||
|         } |         } | ||||||
|   | |||||||
							
								
								
									
										37
									
								
								Runtime/SceneGrid.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										37
									
								
								Runtime/SceneGrid.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,37 @@ | |||||||
|  | using System; | ||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  | 
 | ||||||
|  | namespace VertexColor.ScenePartition.Editor | ||||||
|  | { | ||||||
|  |     [Serializable] | ||||||
|  |     public class SceneGrid | ||||||
|  |     { | ||||||
|  |         [SerializeField] | ||||||
|  |         private int cellSize = 10; | ||||||
|  | 
 | ||||||
|  |         [SerializeField] | ||||||
|  |         private SceneGridDictionary grid = new SceneGridDictionary(); | ||||||
|  | 
 | ||||||
|  |         public void Insert(uint id, Vector2 point) | ||||||
|  |         { | ||||||
|  |             Vector2 gridPos = CalculateGridPosition(point); | ||||||
|  |             if (grid.TryGetValue(gridPos, out List<uint> ids)) | ||||||
|  |             { | ||||||
|  |                 ids.Add(id); | ||||||
|  |             } | ||||||
|  |             else | ||||||
|  |             { | ||||||
|  |                 grid.Add(gridPos, new List<uint> { id }); | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         public Vector2 CalculateGridPosition(Vector2 point) | ||||||
|  |         { | ||||||
|  |             int x = Mathf.FloorToInt(point.x / cellSize); | ||||||
|  |             int y = Mathf.FloorToInt(point.y / cellSize); | ||||||
|  | 
 | ||||||
|  |             return new Vector2(x, y); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | } | ||||||
							
								
								
									
										11
									
								
								Runtime/SceneGrid.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Runtime/SceneGrid.cs.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,11 @@ | |||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: f10fd4b244f804943a8ade09f4f46771 | ||||||
|  | MonoImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   serializedVersion: 2 | ||||||
|  |   defaultReferences: [] | ||||||
|  |   executionOrder: 0 | ||||||
|  |   icon: {instanceID: 0} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
| @@ -2,7 +2,7 @@ using System.Collections.Generic; | |||||||
| using System.IO; | using System.IO; | ||||||
| using System.Text.RegularExpressions; | using System.Text.RegularExpressions; | ||||||
| 
 | 
 | ||||||
| namespace VertexColor.ScenePartition.Editor | namespace VertexColor.ScenePartition | ||||||
| { | { | ||||||
|     public class SceneIdComparer : IComparer<ScenePartition> |     public class SceneIdComparer : IComparer<ScenePartition> | ||||||
|     { |     { | ||||||
| @@ -26,14 +26,14 @@ namespace VertexColor.ScenePartition.Editor | |||||||
|     { |     { | ||||||
|         public uint id = 0; |         public uint id = 0; | ||||||
|         public string filePath = null; |         public string filePath = null; | ||||||
|         public string[] data = null; |         //public string[] data = null; | ||||||
|         public SerializableSortedSet<uint> references = new SerializableSortedSet<uint>(); |         public UintSortedSet references = new UintSortedSet(); | ||||||
| 
 | 
 | ||||||
|         public ScenePartition(string filePath) |         public ScenePartition(string filePath) | ||||||
|         { |         { | ||||||
|             this.filePath = filePath; |             this.filePath = filePath; | ||||||
| 
 | 
 | ||||||
|             data = File.ReadAllLines(filePath); |             string[] data = File.ReadAllLines(filePath); | ||||||
| 
 | 
 | ||||||
|             if (data == null || data.Length == 0) return; |             if (data == null || data.Length == 0) return; | ||||||
| 
 | 
 | ||||||
| @@ -1,26 +1,26 @@ | |||||||
| using System; |  | ||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
| 
 | 
 | ||||||
| namespace VertexColor.ScenePartition | namespace VertexColor.ScenePartition | ||||||
| { | { | ||||||
|     [Serializable] |     [System.Serializable] | ||||||
|     public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver |     public class SerializableDictionary<TKey, TValue> : Dictionary<TKey, TValue>, ISerializationCallbackReceiver | ||||||
|     { |     { | ||||||
|         [SerializeField] |         [SerializeField] | ||||||
|         private List<TKey> keys = new List<TKey>(); |         private List<TKey> dictionaryKeys = new List<TKey>(); | ||||||
|  | 
 | ||||||
|         [SerializeField] |         [SerializeField] | ||||||
|         private List<TValue> values = new List<TValue>(); |         private List<TValue> dictionaryValues = new List<TValue>(); | ||||||
| 
 | 
 | ||||||
|         public void OnBeforeSerialize() |         public void OnBeforeSerialize() | ||||||
|         { |         { | ||||||
|             keys.Clear(); |             dictionaryKeys.Clear(); | ||||||
|             values.Clear(); |             dictionaryValues.Clear(); | ||||||
| 
 | 
 | ||||||
|             foreach (KeyValuePair<TKey, TValue> pair in this) |             foreach (KeyValuePair<TKey, TValue> item in this) | ||||||
|             { |             { | ||||||
|                 keys.Add(pair.Key); |                 dictionaryKeys.Add(item.Key); | ||||||
|                 values.Add(pair.Value); |                 dictionaryValues.Add(item.Value); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
| @@ -28,35 +28,33 @@ namespace VertexColor.ScenePartition | |||||||
|         { |         { | ||||||
|             Clear(); |             Clear(); | ||||||
| 
 | 
 | ||||||
|             if (keys.Count != values.Count) |             if (dictionaryKeys.Count != dictionaryValues.Count) return; | ||||||
|             { |  | ||||||
|                 throw new Exception("Error: Key and value count does not match in the dictionary."); |  | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             for (int i = 0; i < keys.Count; i++) |             for (int i = 0; i < dictionaryKeys.Count; i++) | ||||||
|             { |             { | ||||||
|                 Add(keys[i], values[i]); |                 Add(dictionaryKeys[i], dictionaryValues[i]); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     [Serializable] |     [System.Serializable] | ||||||
|     public class SerializableSortedList<TKey, TValue> : SortedList<TKey, TValue>, ISerializationCallbackReceiver |     public class SerializableSortedList<TKey, TValue> : SortedList<TKey, TValue>, ISerializationCallbackReceiver | ||||||
|     { |     { | ||||||
|         [SerializeField] |         [SerializeField] | ||||||
|         private List<TKey> keys = new List<TKey>(); |         private List<TKey> sortedListKeys = new List<TKey>(); | ||||||
|  | 
 | ||||||
|         [SerializeField] |         [SerializeField] | ||||||
|         private List<TValue> values = new List<TValue>(); |         private List<TValue> sortedListValues = new List<TValue>(); | ||||||
| 
 | 
 | ||||||
|         public void OnBeforeSerialize() |         public void OnBeforeSerialize() | ||||||
|         { |         { | ||||||
|             keys.Clear(); |             sortedListKeys.Clear(); | ||||||
|             values.Clear(); |             sortedListValues.Clear(); | ||||||
| 
 | 
 | ||||||
|             foreach (KeyValuePair<TKey, TValue> pair in this) |             foreach (KeyValuePair<TKey, TValue> item in this) | ||||||
|             { |             { | ||||||
|                 keys.Add(pair.Key); |                 sortedListKeys.Add(item.Key); | ||||||
|                 values.Add(pair.Value); |                 sortedListValues.Add(item.Value); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
| @@ -64,37 +62,34 @@ namespace VertexColor.ScenePartition | |||||||
|         { |         { | ||||||
|             Clear(); |             Clear(); | ||||||
| 
 | 
 | ||||||
|             if (keys.Count != values.Count) |             if (sortedListKeys.Count != sortedListValues.Count) return; | ||||||
|             { |  | ||||||
|                 throw new Exception("Error: Key and value count does not match in the dictionary."); |  | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             for (int i = 0; i < keys.Count; i++) |             for (int i = 0; i < sortedListKeys.Count; i++) | ||||||
|             { |             { | ||||||
|                 Add(keys[i], values[i]); |                 Add(sortedListKeys[i], sortedListValues[i]); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     [Serializable] |     [System.Serializable] | ||||||
|     public class SerializableSortedSet<T> : SortedSet<T>, ISerializationCallbackReceiver |     public class SerializableSortedSet<T> : SortedSet<T>, ISerializationCallbackReceiver | ||||||
|     { |     { | ||||||
|         [SerializeField] |         [SerializeField] | ||||||
|         private List<T> elements = new List<T>(); |         private List<T> sortedSetValues = new List<T>(); | ||||||
| 
 | 
 | ||||||
|         public void OnBeforeSerialize() |         public void OnBeforeSerialize() | ||||||
|         { |         { | ||||||
|             elements.Clear(); |             sortedSetValues.Clear(); | ||||||
|             elements.AddRange(this); |             sortedSetValues.AddRange(this); | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|         public void OnAfterDeserialize() |         public void OnAfterDeserialize() | ||||||
|         { |         { | ||||||
|             Clear(); |             Clear(); | ||||||
| 
 | 
 | ||||||
|             for (int i = 0; i < elements.Count; i++) |             for (int i = 0; i < sortedSetValues.Count; i++) | ||||||
|             { |             { | ||||||
|                 Add(elements[i]); |                 Add(sortedSetValues[i]); | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
|   | |||||||
							
								
								
									
										14
									
								
								Runtime/SerializedStructures.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										14
									
								
								Runtime/SerializedStructures.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,14 @@ | |||||||
|  | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
|  | 
 | ||||||
|  | namespace VertexColor.ScenePartition | ||||||
|  | { | ||||||
|  |     [System.Serializable] | ||||||
|  |     public class ScenePartitionSortedList : SerializableSortedList<uint, ScenePartition> { } | ||||||
|  | 
 | ||||||
|  |     [System.Serializable] | ||||||
|  |     public class UintSortedSet : SerializableSortedSet<uint> { } | ||||||
|  | 
 | ||||||
|  |     [System.Serializable] | ||||||
|  |     public class SceneGridDictionary : SerializableDictionary<Vector2, List<uint>> { } | ||||||
|  | } | ||||||
							
								
								
									
										11
									
								
								Runtime/SerializedStructures.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Runtime/SerializedStructures.cs.meta
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,11 @@ | |||||||
|  | fileFormatVersion: 2 | ||||||
|  | guid: b87f21b6a1ebd2749b49c3a1812498e0 | ||||||
|  | MonoImporter: | ||||||
|  |   externalObjects: {} | ||||||
|  |   serializedVersion: 2 | ||||||
|  |   defaultReferences: [] | ||||||
|  |   executionOrder: 0 | ||||||
|  |   icon: {instanceID: 0} | ||||||
|  |   userData:  | ||||||
|  |   assetBundleName:  | ||||||
|  |   assetBundleVariant:  | ||||||
		Reference in New Issue
	
	Block a user