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//-----------------------------------------------------------------------
// <copyright file="SerializationData.cs" company="Sirenix IVS">
// Copyright (c) 2018 Sirenix IVS
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// </copyright>
//-----------------------------------------------------------------------
namespace VRC.Udon.Serialization.OdinSerializer
{
using System;
using System.Collections.Generic;
using UnityEngine;
using Utilities;
/// <summary>
/// Unity serialized data struct that contains all data needed by Odin serialization.
/// </summary>
[Serializable]
public struct SerializationData
{
/// <summary>
/// The name of the <see cref="PrefabModificationsReferencedUnityObjects"/> field.
/// </summary>
public const string PrefabModificationsReferencedUnityObjectsFieldName = "PrefabModificationsReferencedUnityObjects";
/// <summary>
/// The name of the <see cref="PrefabModifications"/> field.
/// </summary>
public const string PrefabModificationsFieldName = "PrefabModifications";
/// <summary>
/// The name of the <see cref="Prefab"/> field.
/// </summary>
public const string PrefabFieldName = "Prefab";
/// <summary>
/// The data format used by the serializer. This field will be automatically set to the format specified in the global serialization config
/// when the Unity object gets serialized, unless the Unity object implements the <see cref="IOverridesSerializationFormat"/> interface.
/// </summary>
[SerializeField]
public DataFormat SerializedFormat;
/// <summary>
/// The serialized data when serializing with the Binray format.
/// </summary>
[SerializeField]
public byte[] SerializedBytes;
/// <summary>
/// All serialized Unity references.
/// </summary>
[SerializeField]
public List<UnityEngine.Object> ReferencedUnityObjects;
/// <summary>
/// Whether the object contains any serialized data.
/// </summary>
[Obsolete("Use ContainsData instead")]
public bool HasEditorData
{
get
{
switch (this.SerializedFormat)
{
case DataFormat.Binary:
case DataFormat.JSON:
return !(this.SerializedBytesString.IsNullOrWhitespace() && (this.SerializedBytes == null || this.SerializedBytes.Length == 0));
case DataFormat.Nodes:
return !(this.SerializationNodes == null || this.SerializationNodes.Count == 0);
default:
throw new NotImplementedException(this.SerializedFormat.ToString());
}
}
}
/// <summary>
/// Gets a value indicating whether the struct contains any data.
/// If this is false, then it could mean that Unity has not yet deserialized the struct.
/// </summary>
public bool ContainsData
{
get
{
return
// this.SerializedBytesString != null && // Unity serialized strings remains null when an object is created until it's deserialized.
this.SerializedBytes != null &&
this.SerializationNodes != null &&
this.PrefabModifications != null &&
this.ReferencedUnityObjects != null;
}
}
/// <summary>
/// The serialized data when serializing with the JSON format.
/// </summary>
[SerializeField]
public string SerializedBytesString;
/// <summary>
/// The reference to the prefab this is only populated in prefab scene instances.
/// </summary>
[SerializeField]
public UnityEngine.Object Prefab;
/// <summary>
/// All serialized Unity references.
/// </summary>
[SerializeField]
public List<UnityEngine.Object> PrefabModificationsReferencedUnityObjects;
/// <summary>
/// All Odin serialized prefab modifications.
/// </summary>
[SerializeField]
public List<string> PrefabModifications;
/// <summary>
/// The serialized data when serializing with the Nodes format.
/// </summary>
[SerializeField]
public List<SerializationNode> SerializationNodes;
/// <summary>
/// Resets all data.
/// </summary>
public void Reset()
{
this.SerializedFormat = DataFormat.Binary;
if (this.SerializedBytes != null && this.SerializedBytes.Length > 0)
{
this.SerializedBytes = new byte[0];
}
if (this.ReferencedUnityObjects != null && this.ReferencedUnityObjects.Count > 0)
{
this.ReferencedUnityObjects.Clear();
}
this.Prefab = null;
if (this.SerializationNodes != null && this.SerializationNodes.Count > 0)
{
this.SerializationNodes.Clear();
}
if (this.SerializedBytesString != null && this.SerializedBytesString.Length > 0)
{
this.SerializedBytesString = string.Empty;
}
if (this.PrefabModificationsReferencedUnityObjects != null && this.PrefabModificationsReferencedUnityObjects.Count > 0)
{
this.PrefabModificationsReferencedUnityObjects.Clear();
}
if (this.PrefabModifications != null && this.PrefabModifications.Count > 0)
{
this.PrefabModifications.Clear();
}
}
}
}
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