126 lines
3.6 KiB
C#
126 lines
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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using NeoSaveGames.Serialization;
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using NeoSaveGames;
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namespace NeoFPS
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{
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[HelpURL("https://docs.neofps.com/manual/utilitiesref-mb-objectlifecyclemgrdictionary.html")]
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public class ObjectLifecycleMgrDictionary : MonoBehaviour, INeoSerializableComponent
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{
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[SerializeField, Tooltip("Should all the attached objects be enabled when this is.")]
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private bool m_ActiveOnEnabled = true;
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[SerializeField, Tooltip("Should all the attached objects be disabled when this is.")]
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private bool m_ActiveOnDisabled = true;
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[SerializeField, Tooltip("The objects being managed.")]
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private Entry[] m_Objects = new Entry[0];
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private static readonly NeoSerializationKey k_KeysKey = new NeoSerializationKey("keys");
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private static readonly NeoSerializationKey k_StatesKey = new NeoSerializationKey("states");
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private bool m_Initialised = false;
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[Serializable]
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public struct Entry
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{
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[Tooltip("A string key for the object.")]
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public string key;
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[Tooltip("The object to manage.")]
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public GameObject gameObject;
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}
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private Dictionary<string, GameObject> m_ObjectDictionary = null;
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public Dictionary<string, GameObject> objects
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{
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get { return m_ObjectDictionary; }
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}
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void Awake ()
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{
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if (!m_Initialised)
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{
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m_ObjectDictionary = new Dictionary<string, GameObject>(m_Objects.Length);
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for (int i = 0; i < m_Objects.Length; ++i)
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{
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if (m_Objects[i].key != string.Empty && m_Objects[i].gameObject != null)
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m_ObjectDictionary.Add(m_Objects[i].key, m_Objects[i].gameObject);
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}
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m_Initialised = true;
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}
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}
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void OnEnable ()
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{
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for (int i = 0; i < m_Objects.Length; ++i)
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{
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if (m_Objects [i].gameObject != null)
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m_Objects [i].gameObject.SetActive (m_ActiveOnEnabled);
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}
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}
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void OnDisable ()
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{
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for (int i = 0; i < m_Objects.Length; ++i)
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{
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if (m_Objects [i].gameObject != null)
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m_Objects [i].gameObject.SetActive (m_ActiveOnDisabled);
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}
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}
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// Simple functions for use with animation events
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public void EnableObject (string key)
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{
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GameObject go;
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if (m_ObjectDictionary.TryGetValue (key, out go))
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go.SetActive (true);
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}
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public void DisableObject (string key)
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{
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GameObject go;
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if (m_ObjectDictionary.TryGetValue (key, out go))
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go.SetActive (false);
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}
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public void WriteProperties(INeoSerializer writer, NeoSerializedGameObject nsgo, SaveMode saveMode)
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{
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string[] keys = new string[m_ObjectDictionary.Count];
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bool[] states = new bool[m_ObjectDictionary.Count];
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int i = 0;
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foreach (var pair in m_ObjectDictionary)
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{
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keys[i] = pair.Key;
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states[i] = pair.Value.activeSelf;
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++i;
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}
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writer.WriteValues(k_KeysKey, keys);
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writer.WriteValues(k_StatesKey, states);
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}
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public void ReadProperties(INeoDeserializer reader, NeoSerializedGameObject nsgo)
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{
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Awake();
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string[] keys;
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reader.TryReadValues(k_KeysKey, out keys, new string[0]);
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bool[] states;
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reader.TryReadValues(k_StatesKey, out states, new bool[0]);
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for (int i = 0; i < keys.Length; ++i)
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{
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if (states[i])
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EnableObject(keys[i]);
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else
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DisableObject(keys[i]);
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}
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}
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}
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} |