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.vscode
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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityObject = UnityEngine.Object;
using System.Reflection;
public abstract class DictionaryDrawer<TK, TV> : PropertyDrawer
{
private Dictionary<TK, TV> _Dictionary;
private bool _Foldout;
private const float kButtonWidth = 18f;
private static float lineHeight = EditorGUIUtility.singleLineHeight + 4;
private float spacing = 12f;
private float fieldPadding = 1f;
private GUIStyle addEntryStyle;
private GUIContent addEntryContent;
private GUIStyle clearDictionaryStyle;
private GUIContent clearDictionaryContent;
//reuses clearDictionaryStyle. I am adding it for readability
private GUIStyle removeEntryStyle;
private GUIContent removeEntryContent;
private GUIStyle HeaderStyle;
private Rect buttonRect;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
CheckInitialize(property, label);
if (_Foldout)
{
//Height of the main Header and the two column headers + height of all the drawn dictionary entries + a little padding on the bottom.
return (GetDictionaryElementsHeight() + (lineHeight * 2)) + 14f;
}
return lineHeight+ 4f;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
CheckInitialize(property, label);
position.height = 20f;
DrawHeader(position, property, label);
if (!_Foldout)
return;
position.y += 5f + lineHeight * 2;
foreach (var item in _Dictionary)
{
var key = item.Key;
var value = item.Value;
var keyRect = position;
keyRect.width /= 3;
keyRect.x += 10;
//Apply vertical padding
keyRect.y += fieldPadding;
keyRect.height -= fieldPadding * 2;
EditorGUI.BeginChangeCheck();
var newKey = DoField(keyRect, typeof(TK), (TK)key);
if (EditorGUI.EndChangeCheck())
{
try
{
_Dictionary.Remove(key);
_Dictionary.Add(newKey, value);
}
catch (Exception e)
{
_Dictionary.Remove(key);
Debug.Log(e.Message);
}
break;
}
var valueRect = position;
valueRect.x = keyRect.xMax + spacing;
valueRect.y += fieldPadding;
//Apply vertical padding
valueRect.height -= fieldPadding * 2;
valueRect.width = (position.width - keyRect.width) - ((kButtonWidth + 2) * 2f) - valueRect.size.y - (spacing* 2.5f);
EditorGUI.BeginChangeCheck();
value = DoField(valueRect, typeof(TV), (TV)value);
Rect changeValueRect = new Rect(new Vector2(buttonRect.x - 2f, valueRect.position.y), new Vector2(kButtonWidth, valueRect.size.y));
value = ChangeValueType(changeValueRect, key, value);
if (EditorGUI.EndChangeCheck())
{
_Dictionary[key] = value;
break;
}
EditorGUIUtility.AddCursorRect(changeValueRect, MouseCursor.Link);
var removeRect = valueRect;
removeRect.x = buttonRect.x + kButtonWidth;
removeRect.width = kButtonWidth;
if (GUI.Button(removeRect, removeEntryContent, removeEntryStyle))
{
RemoveItem(key);
break;
}
EditorGUIUtility.AddCursorRect(removeRect, MouseCursor.Link);
position.y += Mathf.Max(GetEntryHeight(key) ,GetEntryHeight(value));
}
}
/// <summary>
/// Gets the combined height of all dictionary elements
/// </summary>
/// <returns></returns>
private float GetDictionaryElementsHeight()
{
float height = 0;
foreach(var item in _Dictionary)
{
var key = item.Key;
var value = item.Value;
height += Mathf.Max(GetEntryHeight(key), GetEntryHeight(value));
}
return height;
}
private void DrawColumn(Rect position, GUIStyle style)
{
Rect columnRect = new Rect(position.x, position.yMax - 1, position.width, GetDictionaryElementsHeight() + 12f);
GUI.Box(columnRect, GUIContent.none, style);
}
private void DrawHeader(Rect position, SerializedProperty property, GUIContent label)
{
Rect headerRect = new Rect(position.position, new Vector2(position.size.x - kButtonWidth * 1.5f, lineHeight));
GUI.Box(headerRect, GUIContent.none, HeaderStyle);
var foldoutRect = position;
foldoutRect.x += 4f;
foldoutRect.width -= 2 * kButtonWidth;
EditorGUI.BeginChangeCheck();
if(_Dictionary.Count > 0)
{
_Foldout = EditorGUI.Foldout(foldoutRect, _Foldout, label, true);
}
else
{
foldoutRect.x += 4f;
EditorGUI.LabelField(foldoutRect, label);
_Foldout = false;
}
if (EditorGUI.EndChangeCheck())
{
EditorPrefs.SetBool(label.text, _Foldout);
}
//Draw the Add Item Button
buttonRect = position;
buttonRect.x = position.width - 20 - kButtonWidth + position.x + 1;
buttonRect.width = kButtonWidth;
GUIStyle headerButtonStyle = new GUIStyle(HeaderStyle);
headerButtonStyle.padding = new RectOffset(0, 0, 0, 0);
Rect headerButtonRect = new Rect(buttonRect.position, new Vector2(kButtonWidth * 1.5f, lineHeight));
if (GUI.Button(headerButtonRect, addEntryContent, headerButtonStyle))
{
AddNewItem();
}
EditorGUIUtility.AddCursorRect(headerButtonRect, MouseCursor.Link);
buttonRect.x -= kButtonWidth;
//Draw the Item count label
GUIStyle headerItemCountLabelStyle = new GUIStyle("MiniLabel");
GUIContent headerItemCountLabelContent = new GUIContent();
if(_Dictionary.Count == 0)
{
headerItemCountLabelContent = new GUIContent("Empty");
}
else
{
headerItemCountLabelContent = new GUIContent($"{_Dictionary.Count} Item{(_Dictionary.Count == 1 ? "" : "s")}");
}
GUI.Label(new Rect(buttonRect.x - 30f, buttonRect.y, 50f, headerRect.height), headerItemCountLabelContent, headerItemCountLabelStyle);
//Draw the header labels (Keys - Values)
if(_Foldout)
{
//Draw "Keys" header
position.y += headerRect.height;
Rect keyHeaderRect = new Rect(position.x, position.y - 1, position.width /3f + kButtonWidth - 1, headerRect.height);
GUIStyle columnHeaderStyle = new GUIStyle("GroupBox");
columnHeaderStyle.padding = new RectOffset(0, 0, 0, 0);
columnHeaderStyle.contentOffset = new Vector2(0, 3f);
GUI.Box(keyHeaderRect, new GUIContent("Keys"), columnHeaderStyle);
//Draw "Values" header
Rect valuesHeaderRect = new Rect(keyHeaderRect.xMax - 1, keyHeaderRect.y, (position.width - keyHeaderRect.width - kButtonWidth * 0.5f), keyHeaderRect.height);
GUI.Box(valuesHeaderRect, new GUIContent("Values"), columnHeaderStyle);
//Draw the Columns for the keys and values.
DrawColumn(keyHeaderRect, columnHeaderStyle);
DrawColumn(valuesHeaderRect, columnHeaderStyle);
position.y += headerRect.height;
}
/*
if (GUI.Button(buttonRect, clearDictionaryContent, clearDictionaryStyle))
{
ClearDictionary();
}
*/
}
#region TypeControls
private static float GetEntryHeight<T>(T value)
{
switch (value)
{
case Bounds: return lineHeight * 2;
case BoundsInt: return lineHeight * 2;
case Rect: return lineHeight * 2;
case RectInt: return lineHeight * 2;
default: return lineHeight;
}
}
private static T DoField<T>(Rect rect, Type type, T value)
{
if (typeof(UnityObject).IsAssignableFrom(type))
return (T)(object)EditorGUI.ObjectField(rect, (UnityObject)(object)value, type, true);
switch (value)
{
case null: EditorGUI.LabelField(rect, "null"); return value;
case long: return (T)(object)EditorGUI.LongField(rect, (long)(object)value);
case int: return (T)(object)EditorGUI.IntField(rect, (int)(object)value);
case float: return (T)(object)EditorGUI.FloatField(rect, (float)(object)value);
case double: return (T)(object)EditorGUI.DoubleField(rect, (double)(object)value);
case string: return (T)(object)EditorGUI.TextField(rect, (string)(object)value);
case bool: return (T)(object)EditorGUI.Toggle(rect, (bool)(object)value);
case Vector2Int: return (T)(object)EditorGUI.Vector2IntField(rect, GUIContent.none, (Vector2Int)(object)value);
case Vector3Int: return (T)(object)EditorGUI.Vector3IntField(rect, GUIContent.none, (Vector3Int)(object)value);
case Vector2: return (T)(object)EditorGUI.Vector2Field(rect, GUIContent.none, (Vector2)(object)value);
case Vector3: return (T)(object)EditorGUI.Vector3Field(rect, GUIContent.none, (Vector3)(object)value);
case Vector4: return (T)(object)EditorGUI.Vector4Field(rect, GUIContent.none, (Vector4)(object)value);
case BoundsInt: return (T)(object)EditorGUI.BoundsIntField(rect, (BoundsInt)(object)value);
case Bounds: return (T)(object)EditorGUI.BoundsField(rect, (Bounds)(object)value);
case RectInt: return (T)(object)EditorGUI.RectIntField(rect, (RectInt)(object)value);
case Rect: return (T)(object)EditorGUI.RectField(rect, (Rect)(object)value);
case Color: return (T)(object)EditorGUI.ColorField(rect, (Color)(object)value);
case AnimationCurve: return (T)(object)EditorGUI.CurveField(rect, (AnimationCurve)(object)value);
case Gradient: return (T)(object)EditorGUI.GradientField(rect, (Gradient)(object)value);
case UnityObject: return (T)(object)EditorGUI.ObjectField(rect, (UnityObject)(object)value, type, true);
}
if (value.GetType().IsEnum)
{
if (Enum.TryParse(value.GetType(), value.ToString(), out object enumValue))
{
return (T)(object)EditorGUI.EnumPopup(rect, (Enum)enumValue);
}
}
//Setup GUIStyle and GUIContent for the "Clear Dictionary" button
GUIStyle style = new GUIStyle(EditorStyles.miniButton);
style.padding = new RectOffset(2, 2, 2, 2);
GUIContent content = new GUIContent(EditorGUIUtility.IconContent("d_UnityEditor.ConsoleWindow@2x"));
content.tooltip = "Debug Values";
Type fieldType = value.GetType();
bool isStruct = fieldType.IsValueType && !fieldType.IsEnum;
EditorGUI.LabelField(rect, $"{fieldType.ToString().Replace("+", ".")} {(isStruct ? "struct" : "class")} instance");
if( GUI.Button(new Rect(rect.xMax - kButtonWidth, rect.y, kButtonWidth, kButtonWidth), content, style))
{
Debug.Log(JsonUtility.ToJson(value));
}
//DrawSerializableObject(rect, value);
return value;
}
//Unfinished
/*
public static void DrawSerializableObject(Rect rect, object obj)
{
if (obj == null)
{
Console.WriteLine("Object is null.");
return;
}
Type type = obj.GetType();
FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
foreach (FieldInfo field in fields)
{
object value = field.GetValue(obj);
rect.y += GetEntryHeight(value);
Debug.Log($"{field.Name}: {value}");
if(value != null)
{
DoField(rect, value.GetType(), value);
}
}
}
*/
private TV ChangeValueType(Rect rect, TK key, TV value)
{
GUIContent content = EditorGUIUtility.IconContent("_Popup");
content.tooltip = "Change Value Type";
GUIStyle changeItemStyle = new GUIStyle(EditorStyles.miniButton);
changeItemStyle.padding = new RectOffset(2, 2, 2, 2);
if (GUI.Button(rect, content, changeItemStyle))
{
GenericMenu genericMenu = new GenericMenu();
genericMenu.AddItem(new GUIContent("Numbers/int"), value is int, () => { _Dictionary[key] = (TV)(object)default(int); });
genericMenu.AddItem(new GUIContent("Numbers/float"), value is float, () => { _Dictionary[key] = (TV)(object)default(float); });
genericMenu.AddItem(new GUIContent("Numbers/double"), value is double, () => { _Dictionary[key] = (TV)(object)default(double); });
genericMenu.AddItem(new GUIContent("Numbers/long"), value is long, () => { _Dictionary[key] = (TV)(object)default(long); });
genericMenu.AddItem(new GUIContent("Vectors/Vector2"), (value is Vector2 && !(value is Vector2Int)), () => { _Dictionary[key] = (TV)(object)default(Vector2); });
genericMenu.AddItem(new GUIContent("Vectors/Vector3"), (value is Vector3 && !(value is Vector3Int)), () => { _Dictionary[key] = (TV)(object)default(Vector3); });
genericMenu.AddItem(new GUIContent("Vectors/Vector4"), value is Vector4, () => { _Dictionary[key] = (TV)(object)default(Vector4); });
genericMenu.AddItem(new GUIContent("Vectors/Vector2Int"), value is Vector2Int, () => { _Dictionary[key] = (TV)(object)default(Vector2Int); });
genericMenu.AddItem(new GUIContent("Vectors/Vector3Int"), value is Vector3Int, () => { _Dictionary[key] = (TV)(object)default(Vector3Int); });
genericMenu.AddItem(new GUIContent("Bounds/Bounds"), value is Bounds && value is not BoundsInt, () => { _Dictionary[key] = (TV)(object)default(Bounds); });
genericMenu.AddItem(new GUIContent("Bounds/BoundsInt"), value is BoundsInt, () => { _Dictionary[key] = (TV)(object)default(BoundsInt); });
genericMenu.AddItem(new GUIContent("Rects/Rect"), value is Rect && value is not RectInt, () => { _Dictionary[key] = (TV)(object)default(Rect); });
genericMenu.AddItem(new GUIContent("Rects/RectInt"), value is RectInt, () => { _Dictionary[key] = (TV)(object)default(RectInt); });
genericMenu.AddItem(new GUIContent("string"), value is string, () => { _Dictionary[key] = (TV)(object)""; });
genericMenu.AddItem(new GUIContent("bool"), value is bool, () => { _Dictionary[key] = (TV)(object)default(bool); });
genericMenu.AddItem(new GUIContent("Color"), value is Color, () => { _Dictionary[key] = (TV)(object)default(Color); });
genericMenu.AddItem(new GUIContent("AnimationCurve"), value is AnimationCurve, () => { _Dictionary[key] = (TV)(object)(new AnimationCurve()); });
genericMenu.AddItem(new GUIContent("Gradient"), value is Gradient, () => { _Dictionary[key] = (TV)(object)(new Gradient()); });
genericMenu.AddItem(new GUIContent("Unity Object"), value is UnityObject, () => { _Dictionary[key] = (TV)(object)(new UnityObject()); });
genericMenu.ShowAsContext();
}
return (TV)value;
}
#endregion
private void RemoveItem(TK key)
{
_Dictionary.Remove(key);
}
private void CheckInitialize(SerializedProperty property, GUIContent label)
{
if (_Dictionary == null)
{
SetupStyles();
var target = property.serializedObject.targetObject;
_Dictionary = fieldInfo.GetValue(target) as Dictionary<TK, TV>;
if (_Dictionary == null)
{
_Dictionary = new Dictionary<TK, TV>();
fieldInfo.SetValue(target, _Dictionary);
}
_Foldout = EditorPrefs.GetBool(label.text);
}
}
private void SetupStyles()
{
//Setup GUIStyle and GUIContent for the "Add Item" button
addEntryStyle = new GUIStyle(EditorStyles.miniButton);
addEntryStyle.padding = new RectOffset(3, 3, 3, 3);
addEntryContent = new GUIContent(EditorGUIUtility.IconContent("d_CreateAddNew@2x"));
addEntryContent.tooltip = "Add Item";
//Setup GUIStyle and GUIContent for the "Clear Dictionary" button
clearDictionaryStyle = new GUIStyle(EditorStyles.miniButton);
clearDictionaryStyle.padding = new RectOffset(2, 2, 2, 2);
clearDictionaryContent = new GUIContent(EditorGUIUtility.IconContent("d_winbtn_win_close@2x"));
clearDictionaryContent.tooltip = "Clear dictionary";
removeEntryContent = new GUIContent(EditorGUIUtility.IconContent("d_winbtn_win_close@2x"));
removeEntryContent.tooltip = "Remove Item";
removeEntryStyle = new GUIStyle(clearDictionaryStyle);
HeaderStyle = new GUIStyle("MiniToolbarButton");
HeaderStyle.fixedHeight = 0;
HeaderStyle.fixedWidth = 0;
HeaderStyle.padding = new RectOffset(2,2,2,2);
}
private void ClearDictionary()
{
_Dictionary.Clear();
}
private void AddNewItem()
{
TK key;
if (typeof(TK) == typeof(string))
key = (TK)(object)"";
else key = default(TK);
if (typeof(TV) == typeof(object))
{
var value = (TV)(object)1;
try
{
_Dictionary.Add(key, value);
}
catch (Exception e)
{
Debug.Log(e.Message);
}
}
else
{
var value = default(TV);
try
{
_Dictionary.Add(key, value);
}
catch (Exception e)
{
Debug.Log(e.Message);
}
}
}
}
[CustomPropertyDrawer(typeof(Blackboard))]
public class BlackboardDrawer : DictionaryDrawer<string, object> { }
// [CustomPropertyDrawer(typeof(Inventory))]
// public class InventoryDrawer : DictionaryDrawer<string, int> { }

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Linq;
using UnityEditor;
using System.Text.RegularExpressions;
[Serializable]
public class Blackboard : Dictionary<string, object>, ISerializationCallbackReceiver
{
[Serializable]
//struct represents the string key, and the serialized value from the dictionary.
private struct SaveItem
{
public string key;
public string value;
public int index;
public SaveItem(string key, string val, int index)
{
this.key = key;
this.value = val;
this.index = index;
}
}
//All serialized items except for objects in a scene, which have to be handled separately.
[SerializeField, HideInInspector]
private List<SaveItem> saveItems;
//We need a different struct and list for Object references in scene :(
[Serializable]
private struct NonAssetSaveItem
{
public string key;
public UnityEngine.Object obj;
public int index;
public NonAssetSaveItem(string key, UnityEngine.Object obj, int index)
{
this.key = key;
this.obj = obj;
this.index = index;
}
}
[SerializeField, HideInInspector]
private List<NonAssetSaveItem> sceneObjectSaveItems;
/// <summary>
/// Takes all of the keyvalue pairs from the Dictionary and stores them as Serializable lists.
/// </summary>
public void OnBeforeSerialize()
{
sceneObjectSaveItems = new List<NonAssetSaveItem>();
saveItems = new List<SaveItem>();
List<string> keys = this.Keys.ToList();
List<object> values = this.Values.ToList();
for (int i = 0; i < Count; i++)
{
object value = values[i];
string encode = "";
//Unhandled Enum Types
if (value is Enum)
{
Enum enumValue = (Enum)value;
Console.WriteLine("Enum Value: " + enumValue.ToString());
encode = $"({value.GetType().AssemblyQualifiedName}){enumValue}";
saveItems.Add(new SaveItem(keys[i], encode, i));
continue;
}
switch (value)
{
case null: encode = "(null)"; break;
case int: encode = "(int)" + ((int)value).ToString("F9"); break;
case float: encode = "(float)" + ((float)value).ToString("F9"); break;
case double: encode = "(double)" + ((double)value).ToString("F9"); break;
case long: encode = "(long)" + ((long)value).ToString(); break;
case string: encode = "(string)" + (string)value; break;
case bool: encode = "(bool)" + (((bool)value) == true ? "true" : "false"); break;
case Vector2Int: encode = "(Vector2Int)" + ((Vector2Int)value).ToString(); break;
case Vector3Int: encode = "(Vector3Int)" + ((Vector3Int)value).ToString(); break;
case Vector2: encode = "(Vector2)" + ((Vector2)value).ToString(); break;
case Vector3: encode = "(Vector3)" + ((Vector3)value).ToString(); break;
case Vector4: encode = "(Vector4)" + ((Vector4)value).ToString(); break;
case Bounds: encode = "(Bounds)" + ((Bounds)value).ToString(); break;
case Rect: encode = "(Rect)" + ((Rect)value).ToString("F9"); break;
case Color: encode = "(Color)" + JsonUtility.ToJson((Color)value); break;
case AnimationCurve: encode = "(AnimationCurve)" + Serializer.SerializeAnimationCurve((AnimationCurve)value); break;
case Gradient: encode = "(Gradient)" + Serializer.SerializeGradient((Gradient)value); break;
case UnityEngine.Object obj:
string assetPath = Application.isEditor ? AssetDatabase.GetAssetPath(obj) : null;
if (!string.IsNullOrEmpty(assetPath))
{
encode = "(UnityEngine.Object)" + assetPath;
}
else
{
sceneObjectSaveItems.Add(new NonAssetSaveItem(keys[i], obj, i));
}
break;
//Try to serialize to JSON. May be empty if type is not supported
default: encode = $"({value.GetType().AssemblyQualifiedName}){JsonUtility.ToJson(value)}"; break;
}
if (!string.IsNullOrEmpty(encode))
{
saveItems.Add(new SaveItem(keys[i], encode, i));
}
}
}
/// <summary>
/// Loads the two lists back into the Dictionary, using the Merge Linked Lists method.
/// </summary>
public void OnAfterDeserialize()
{
this.Clear();
int i = 0;
int j = 0;
//Ensure that the lists are not null to ensure no errors when accessing list.Count
saveItems = saveItems == null ? new List<SaveItem>() : saveItems;
sceneObjectSaveItems = sceneObjectSaveItems == null ? new List<NonAssetSaveItem>() : sceneObjectSaveItems;
while (i < saveItems.Count && j < sceneObjectSaveItems.Count)
{
if (saveItems[i].index < sceneObjectSaveItems[j].index)
{
string key = saveItems[i].key;
int openIndex = saveItems[i].value.IndexOf('(');
int closeIndex = saveItems[i].value.IndexOf(')');
string contentType = saveItems[i].value.Substring(openIndex + 1, closeIndex - openIndex - 1);
string encode = saveItems[i].value.Substring(closeIndex + 1);
DeserializeItem(contentType, key, encode);
i++;
}
else
{
Add(sceneObjectSaveItems[j].key, sceneObjectSaveItems[j].obj);
j++;
}
}
for(; i < saveItems.Count;i++)
{
string key = saveItems[i].key;
int openIndex = saveItems[i].value.IndexOf('(');
int closeIndex = saveItems[i].value.IndexOf(')');
string contentType = saveItems[i].value.Substring(openIndex + 1, closeIndex - openIndex - 1);
string encode = saveItems[i].value.Substring(closeIndex + 1);
DeserializeItem(contentType, key, encode);
}
for (; j < sceneObjectSaveItems.Count; j++)
{
Add(sceneObjectSaveItems[j].key, sceneObjectSaveItems[j].obj);
}
}
/// <summary>
/// Takes the key and encoded string from a serialized item and adds it back into the dictionary.
/// </summary>
private void DeserializeItem(string contentType, string key, string encodedValue)
{
switch (contentType)
{
case "null": Add(key, null); return;
case "int": Add(key, (int)int.Parse(encodedValue)); return;
case "float": Add(key, (float)float.Parse(encodedValue)); return;
case "double": Add(key, (double)double.Parse(encodedValue)); return;
case "long": Add(key, (long)long.Parse(encodedValue)); return;
case "string": Add(key, (string)encodedValue); return;
case "bool": Add(key, (bool)(encodedValue == "true" ? true : false)); return;
case "Vector2": Add(key, Serializer.ParseVector2(encodedValue)); return;
case "Vector3": Add(key, Serializer.ParseVector3(encodedValue)); return;
case "Vector2Int": Add(key, Serializer.ParseVector2Int(encodedValue)); return;
case "Vector3Int": Add(key, Serializer.ParseVector3Int(encodedValue)); return;
case "Vector4": Add(key, Serializer.ParseVector4(encodedValue)); return;
case "Bounds": Add(key, Serializer.ParseBounds(encodedValue)); return;
case "Rect": Add(key, Serializer.ParseRect(encodedValue)); return;
case "Color": Add(key, JsonUtility.FromJson<Color>(encodedValue)); return;
case "AnimationCurve": Add(key, Serializer.DeserializeAnimationCurve(encodedValue)); return;
case "Gradient": Add(key, Serializer.DeserializeGradient(encodedValue)); return;
case "UnityEngine.Object":
if(Application.isEditor)
{
EditorApplication.delayCall += () => Add(key, AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(encodedValue));
}
else
{
Add(key, Resources.Load(encodedValue));
}
return;
default: break;
}
//Different process for enums (of any type)
if(Serializer.EnumDeserialize(contentType, encodedValue, out object enumValue))
{
Add(key, enumValue);
}
//Tries to de-serialize a struct or class using JsonUtility.FromJson
if(Serializer.TryDeserializeJSON(contentType, encodedValue, out object result))
{
Add(key, result);
}
}
public void SetOrAdd(string key, object ob)
{
if (this.ContainsKey(key))
{
this[key] = ob;
}
else
{
this.Add(key, ob);
}
}
[System.Serializable]
private static class Serializer
{
#region GradientSerialization
[System.Serializable]
private class SerializableGradient
{
public SerializableColorKey[] colorKeys;
public SerializableAlphaKey[] alphaKeys;
public GradientMode mode;
public SerializableGradient(Gradient gradient)
{
colorKeys = new SerializableColorKey[gradient.colorKeys.Length];
for (int i = 0; i < gradient.colorKeys.Length; i++)
{
colorKeys[i] = new SerializableColorKey(gradient.colorKeys[i]);
}
alphaKeys = new SerializableAlphaKey[gradient.alphaKeys.Length];
for (int i = 0; i < gradient.alphaKeys.Length; i++)
{
alphaKeys[i] = new SerializableAlphaKey(gradient.alphaKeys[i]);
}
mode = gradient.mode;
}
public Gradient ToGradient()
{
Gradient gradient = new Gradient();
GradientColorKey[] gradientColorKeys = new GradientColorKey[colorKeys.Length];
for (int i = 0; i < colorKeys.Length; i++)
{
gradientColorKeys[i] = colorKeys[i].ToGradientColorKey();
}
GradientAlphaKey[] gradientAlphaKeys = new GradientAlphaKey[alphaKeys.Length];
for (int i = 0; i < alphaKeys.Length; i++)
{
gradientAlphaKeys[i] = alphaKeys[i].ToGradientAlphaKey();
}
gradient.SetKeys(gradientColorKeys, gradientAlphaKeys);
gradient.mode = mode;
return gradient;
}
}
[System.Serializable]
private class SerializableColorKey
{
public Color color;
public float time;
public SerializableColorKey(GradientColorKey colorKey)
{
color = colorKey.color;
time = colorKey.time;
}
public GradientColorKey ToGradientColorKey()
{
return new GradientColorKey(color, time);
}
}
[System.Serializable]
private class SerializableAlphaKey
{
public float alpha;
public float time;
public SerializableAlphaKey(GradientAlphaKey alphaKey)
{
alpha = alphaKey.alpha;
time = alphaKey.time;
}
public GradientAlphaKey ToGradientAlphaKey()
{
return new GradientAlphaKey(alpha, time);
}
}
public static string SerializeGradient(Gradient gradient)
{
SerializableGradient serializableGradient = new SerializableGradient(gradient);
return JsonUtility.ToJson(serializableGradient);
}
public static Gradient DeserializeGradient(string json)
{
SerializableGradient serializableGradient = JsonUtility.FromJson<SerializableGradient>(json);
if (serializableGradient != null)
{
return serializableGradient.ToGradient();
}
Debug.LogError("Failed to deserialize Gradient from JSON: " + json);
return new Gradient(); // Return a default Gradient or handle the error as needed
}
#endregion
#region AnimationCurveSerialization
[System.Serializable]
private struct SerializableKeyframe
{
public float time;
public float value;
public float inTangent;
public float outTangent;
public SerializableKeyframe(Keyframe keyframe)
{
time = keyframe.time;
value = keyframe.value;
inTangent = keyframe.inTangent;
outTangent = keyframe.outTangent;
}
}
[System.Serializable]
private struct SerializableAnimationCurve
{
public WrapMode preWrapMode;
public WrapMode postWrapMode;
public SerializableKeyframe[] keys;
public SerializableAnimationCurve(AnimationCurve curve)
{
preWrapMode = curve.preWrapMode;
postWrapMode = curve.postWrapMode;
keys = new SerializableKeyframe[curve.length];
for (int i = 0; i < curve.length; i++)
{
keys[i] = new SerializableKeyframe(curve[i]);
}
}
}
/// <summary>
/// Serializes an AnimationCurve to a JSON string.
/// </summary>
public static string SerializeAnimationCurve(AnimationCurve curve)
{
SerializableAnimationCurve serializableCurve = new SerializableAnimationCurve(curve);
string json = JsonUtility.ToJson(serializableCurve);
return json;
}
/// <summary>
/// Produces an AnimationCurve from a json string.
/// </summary>
public static AnimationCurve DeserializeAnimationCurve(string json)
{
SerializableAnimationCurve serializableCurve = JsonUtility.FromJson<SerializableAnimationCurve>(json);
Keyframe[] keyframes = new Keyframe[serializableCurve.keys.Length];
for (int i = 0; i < keyframes.Length; i++)
{
keyframes[i] = new Keyframe(
serializableCurve.keys[i].time,
serializableCurve.keys[i].value,
serializableCurve.keys[i].inTangent,
serializableCurve.keys[i].outTangent
);
}
AnimationCurve curve = new AnimationCurve(keyframes);
curve.postWrapMode = serializableCurve.postWrapMode;
curve.preWrapMode = serializableCurve.postWrapMode;
return curve;
}
#endregion
#region VectorSerialization
public static Vector2 ParseVector2(string vectorString)
{
vectorString = vectorString.Replace("(", "").Replace(")", "");
string[] components = vectorString.Split(',');
if (components.Length == 2 &&
float.TryParse(components[0], out float x) &&
float.TryParse(components[1], out float y))
{
return new Vector2(x, y);
}
Debug.LogError("Failed to parse Vector2 from string: " + vectorString);
return Vector2.zero;
}
public static Vector2Int ParseVector2Int(string vectorString)
{
vectorString = vectorString.Replace("(", "").Replace(")", "");
string[] components = vectorString.Split(',');
if (components.Length == 2 &&
int.TryParse(components[0], out int x) &&
int.TryParse(components[1], out int y))
{
return new Vector2Int(x, y);
}
Debug.LogError("Failed to parse Vector2 from string: " + vectorString);
return Vector2Int.zero;
}
public static Vector3 ParseVector3(string vectorString)
{
vectorString = vectorString.Replace("(", "").Replace(")", "");
string[] components = vectorString.Split(',');
if (components.Length == 3 &&
float.TryParse(components[0], out float x) &&
float.TryParse(components[1], out float y) &&
float.TryParse(components[2], out float z))
{
return new Vector3(x, y, z);
}
Debug.LogError("Failed to parse Vector3 from string: " + vectorString);
return Vector3.zero;
}
public static Vector3Int ParseVector3Int(string vectorString)
{
vectorString = vectorString.Replace("(", "").Replace(")", "");
string[] components = vectorString.Split(',');
if (components.Length == 3 &&
int.TryParse(components[0], out int x) &&
int.TryParse(components[1], out int y) &&
int.TryParse(components[2], out int z))
{
return new Vector3Int(x, y, z);
}
Debug.LogError("Failed to parse Vector3Int from string: " + vectorString);
return Vector3Int.zero;
}
public static Vector4 ParseVector4(string vectorString)
{
vectorString = vectorString.Replace("(", "").Replace(")", "");
string[] components = vectorString.Split(',');
if (components.Length == 4 &&
float.TryParse(components[0], out float x) &&
float.TryParse(components[1], out float y) &&
float.TryParse(components[2], out float z) &&
float.TryParse(components[3], out float w))
{
return new Vector4(x, y, z, w);
}
Debug.LogError("Failed to parse Vector4 from string: " + vectorString);
return Vector4.zero;
}
#endregion
#region BoundsSerialization
/// <summary>
/// Produces a Bounds object from the result of Bounds.ToString(). Returns a Bounds with all zero values if unable to parse.
/// </summary>
public static Bounds ParseBounds(string boundsString)
{
// Remove parentheses and labels from the string
boundsString = Regex.Replace(boundsString, @"[^\d\.\-,]", "");
string[] components = boundsString.Split(',');
if (components.Length == 6 &&
float.TryParse(components[0], out float center_x) &&
float.TryParse(components[1], out float center_y) &&
float.TryParse(components[2], out float center_z) &&
float.TryParse(components[3], out float extent_x) &&
float.TryParse(components[4], out float extent_y) &&
float.TryParse(components[5], out float extent_z))
{
Vector3 center = new Vector3(center_x, center_y, center_z);
Vector3 size = new Vector3(extent_x, extent_y, extent_z) * 2f;
return new Bounds(center, size);
}
Debug.LogWarning("Failed to parse Bounds from string: " + boundsString);
return new Bounds(Vector3.zero, Vector3.zero);
}
/// <summary>
/// Produces a BoundsInt object from the result of BoundsInt.ToString(). Returns a Bounds with all zero values if unable to parse.
/// </summary>
public static BoundsInt ParseBoundsInt(string boundsString)
{
// Remove parentheses and labels and any unwanted decimals from the string
boundsString = Regex.Replace(boundsString, @"[^\d\-,]", "");
string[] components = boundsString.Split(',');
if (components.Length == 6 &&
int.TryParse(components[0], out int center_x) &&
int.TryParse(components[1], out int center_y) &&
int.TryParse(components[2], out int center_z) &&
int.TryParse(components[3], out int extent_x) &&
int.TryParse(components[4], out int extent_y) &&
int.TryParse(components[5], out int extent_z))
{
Vector3Int center = new Vector3Int(center_x, center_y, center_z);
Vector3Int size = new Vector3Int(extent_x, extent_y, extent_z) * 2;
return new BoundsInt(center, size);
}
Debug.LogWarning("Failed to parse BoundsInt from string: " + boundsString);
return new BoundsInt(Vector3Int.zero, Vector3Int.zero);
}
#endregion
#region RectSerialization
/// <summary>
/// Takes the string result of Rect.ToString() and produces the original Rect. Returns a zero-rect if unable to parse.
/// </summary>
public static Rect ParseRect(string rectString)
{
// Remove parentheses and labels from the string
rectString = Regex.Replace(rectString, @"[^\d\.\-,]", "");
string[] components = rectString.Split(',');
if (components.Length == 4 &&
float.TryParse(components[0], out float x) &&
float.TryParse(components[1], out float y) &&
float.TryParse(components[2], out float width) &&
float.TryParse(components[3], out float height))
{
Rect rect = new Rect(x, y, width, height);
return rect;
}
Debug.LogWarning("Failed to parse Rect from string: " + rectString);
return new Rect(0, 0, 0, 0);
}
/// <summary>
/// Takes the string result of RectInt.ToString() and produces the original RectInt. Returns a zero-rect if unable to parse.
/// </summary>
public static RectInt ParseRectInt(string rectString)
{
// Remove parentheses and labels from the string
rectString = Regex.Replace(rectString, @"[^\d\-,]", "");
string[] components = rectString.Split(',');
if (components.Length == 4 &&
int.TryParse(components[0], out int x) &&
int.TryParse(components[1], out int y) &&
int.TryParse(components[2], out int width) &&
int.TryParse(components[3], out int height))
{
RectInt rect = new RectInt(x, y, width, height);
return rect;
}
Debug.LogWarning("Failed to parse RectInt from string: " + rectString);
return new RectInt(0, 0, 0, 0);
}
#endregion
/// <summary>
/// Takes the type, encoded as string, and the enum value and produces an Enum of the proper type.
/// </summary>
public static bool EnumDeserialize(string contentType, string encodedValue, out object enumValue)
{
Type type = Type.GetType(contentType);
if (type != null && type.IsEnum)
{
if (Enum.TryParse(type, encodedValue, out object enumIntermediateValue))
{
enumValue = Convert.ChangeType(enumIntermediateValue, type);
return true;
}
}
enumValue = null;
return false;
}
/// <summary>
/// Takes as input a string to be converted to a type, which is used to produce a Deserialized object.
/// </summary>
public static bool TryDeserializeJSON(string contentType, string json, out object result)
{
Type type = Type.GetType(contentType);
if (type != null)
{
result = JsonUtility.FromJson(json, type);
if (result != null)
{
return true;
}
}
result = null;
return false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{
public long lastUpdated;
public PlayerData player = new PlayerData();
public List<ShelfData> shelves = new List<ShelfData>();
// the values defined in this constructor will be the default values
// the game starts with when there's no data to load
public GameData()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class InventoryData
{
public int capacity = 0;
public SerializableDictionary<string, int> items = new SerializableDictionary<string, int>();
}

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using System;
[System.Serializable]
public class PlayerData
{
public InventoryData inventory = new InventoryData();
}

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using UnityEngine;
[System.Serializable]
public class ShelfData
{
public string type = "shelf";
public Vector2 location = Vector2.zero;
public float angle = 0;
public InventoryData inventory = new InventoryData();
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEngine.SceneManagement;
public class DataPersistenceManager : MonoBehaviour
{
// [Header("Debugging")]
// [SerializeField] private bool initializeDataIfNull = false;
[Header("File Storage Config")]
[SerializeField] private string fileName;
[SerializeField] private bool useEncryption;
[Header("Auto Saving Configuration")]
[SerializeField] private float autoSaveTimeSeconds = 60f;
private GameData gameData = new GameData();
private List<IDataPersistence<GameData>> dataPersistenceObjects;
private FileDataHandler dataHandler;
private Coroutine autoSaveCoroutine;
public static DataPersistenceManager instance { get; private set; }
private void Awake()
{
if (instance != null)
{
Debug.Log("Found more than one Data Persistence Manager in the scene. Destroying the newest one.");
Destroy(this.gameObject);
return;
}
instance = this;
DontDestroyOnLoad(this.gameObject);
this.dataHandler = new FileDataHandler(Application.persistentDataPath, fileName, useEncryption);
}
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
Initialize();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// Start();
}
private void Initialize()
{
LoadGame();
// start up the auto saving coroutine
if (autoSaveCoroutine != null)
{
StopCoroutine(autoSaveCoroutine);
}
autoSaveCoroutine = StartCoroutine(AutoSave());
}
public void NewGame()
{
Debug.Log("new game");
this.gameData = new GameData();
}
public void LoadGame()
{
Debug.Log("Loading game");
this.dataPersistenceObjects = FindAllDataPersistenceObjects();
// load any saved data from a file using the data handler
this.gameData = dataHandler.Load();
// start a new game if the data is null and we're configured to initialize data for debugging purposes
if (this.gameData == null)
{
NewGame();
return;
}
// if no data can be loaded, don't continue
// if (this.gameData == null)
// {
// Debug.Log("No data was found. A New Game needs to be started before data can be loaded.");
// return;
// }
// push the loaded data to all other scripts that need it
foreach (IDataPersistence<GameData> dataPersistenceObj in dataPersistenceObjects)
{
dataPersistenceObj.LoadData(gameData);
}
}
public void SaveGame()
{
Debug.Log("Saving game");
this.dataPersistenceObjects = FindAllDataPersistenceObjects();
// if we don't have any data to save, log a warning here
if (this.gameData == null)
{
Debug.LogWarning("No data was found. A New Game needs to be started before data can be saved.");
return;
}
// pass the data to other scripts so they can update it
foreach (IDataPersistence<GameData> dataPersistenceObj in dataPersistenceObjects)
{
dataPersistenceObj.SaveData(gameData);
}
// timestamp the data so we know when it was last saved
gameData.lastUpdated = System.DateTime.Now.ToBinary();
// save that data to a file using the data handler
dataHandler.Save(gameData);
}
private void OnApplicationQuit()
{
SaveGame();
}
private List<IDataPersistence<GameData>> FindAllDataPersistenceObjects()
{
// FindObjectsofType takes in an optional boolean to include inactive gameobjects
IEnumerable<IDataPersistence<GameData>> dataPersistenceObjects = FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None)
.OfType<IDataPersistence<GameData>>();
var list = new List<IDataPersistence<GameData>>(dataPersistenceObjects);
return list;
}
private IEnumerator AutoSave()
{
while (true)
{
yield return new WaitForSeconds(autoSaveTimeSeconds);
SaveGame();
Debug.Log("Auto Saved Game");
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.IO;
public class FileDataHandler
{
private string dataDirPath = "";
private string dataFileName = "";
private bool useEncryption = false;
private readonly string encryptionCodeWord = "word";
private readonly string backupExtension = ".bak";
public FileDataHandler(string dataDirPath, string dataFileName, bool useEncryption)
{
this.dataDirPath = dataDirPath;
this.dataFileName = dataFileName;
this.useEncryption = useEncryption;
}
public GameData Load(bool allowRestoreFromBackup = true)
{
// use Path.Combine to account for different OS's having different path separators
string fullPath = Path.Combine(dataDirPath, dataFileName);
GameData loadedData = null;
if (File.Exists(fullPath))
{
try
{
// load the serialized data from the file
string dataToLoad = "";
using (FileStream stream = new FileStream(fullPath, FileMode.Open))
{
using (StreamReader reader = new StreamReader(stream))
{
dataToLoad = reader.ReadToEnd();
}
}
// optionally decrypt the data
if (useEncryption)
{
dataToLoad = EncryptDecrypt(dataToLoad);
}
// deserialize the data from Json back into the C# object
loadedData = JsonUtility.FromJson<GameData>(dataToLoad);
}
catch (Exception e)
{
// since we're calling Load(..) recursively, we need to account for the case where
// the rollback succeeds, but data is still failing to load for some other reason,
// which without this check may cause an infinite recursion loop.
if (allowRestoreFromBackup)
{
Debug.LogWarning("Failed to load data file. Attempting to roll back.\n" + e);
bool rollbackSuccess = AttemptRollback(fullPath);
if (rollbackSuccess)
{
// try to load again recursively
loadedData = Load(false);
}
}
// if we hit this else block, one possibility is that the backup file is also corrupt
else
{
Debug.LogError("Error occured when trying to load file at path: "
+ fullPath + " and backup did not work.\n" + e);
}
}
}
return loadedData;
}
public void Save(GameData data)
{
// use Path.Combine to account for different OS's having different path separators
string fullPath = Path.Combine(dataDirPath, dataFileName);
Debug.Log("Saving to " + fullPath);
string backupFilePath = fullPath + backupExtension;
try
{
// create the directory the file will be written to if it doesn't already exist
Directory.CreateDirectory(Path.GetDirectoryName(fullPath));
// serialize the C# game data object into Json
string dataToStore = JsonUtility.ToJson(data, true);
// optionally encrypt the data
if (useEncryption)
{
dataToStore = EncryptDecrypt(dataToStore);
}
// write the serialized data to the file
using (FileStream stream = new FileStream(fullPath, FileMode.Create))
{
using (StreamWriter writer = new StreamWriter(stream))
{
writer.Write(dataToStore);
}
}
// verify the newly saved file can be loaded successfully
GameData verifiedGameData = Load();
// if the data can be verified, back it up
if (verifiedGameData != null)
{
File.Copy(fullPath, backupFilePath, true);
}
// otherwise, something went wrong and we should throw an exception
else
{
throw new Exception("Save file could not be verified and backup could not be created.");
}
}
catch (Exception e)
{
Debug.LogError("Error occured when trying to save data to file: " + fullPath + "\n" + e);
}
}
public void Delete()
{
string fullPath = Path.Combine(dataDirPath, dataFileName);
try
{
// ensure the data file exists at this path before deleting the directory
if (File.Exists(fullPath))
{
// delete the profile folder and everything within it
Directory.Delete(Path.GetDirectoryName(fullPath), true);
}
else
{
Debug.LogWarning("Tried to delete profile data, but data was not found at path: " + fullPath);
}
}
catch (Exception e)
{
Debug.LogError("Failed to delete data at path: " + fullPath + "\n" + e);
}
}
// the below is a simple implementation of XOR encryption
private string EncryptDecrypt(string data)
{
string modifiedData = "";
for (int i = 0; i < data.Length; i++)
{
modifiedData += (char) (data[i] ^ encryptionCodeWord[i % encryptionCodeWord.Length]);
}
return modifiedData;
}
private bool AttemptRollback(string fullPath)
{
bool success = false;
string backupFilePath = fullPath + backupExtension;
try
{
// if the file exists, attempt to roll back to it by overwriting the original file
if (File.Exists(backupFilePath))
{
File.Copy(backupFilePath, fullPath, true);
success = true;
Debug.LogWarning("Had to roll back to backup file at: " + backupFilePath);
}
// otherwise, we don't yet have a backup file - so there's nothing to roll back to
else
{
throw new Exception("Tried to roll back, but no backup file exists to roll back to.");
}
}
catch (Exception e)
{
Debug.LogError("Error occured when trying to roll back to backup file at: "
+ backupFilePath + "\n" + e);
}
return success;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IDataPersistenceBase
{
}
public interface IDataPersistence<TData> : IDataPersistenceBase
{
void LoadData(TData data);
// The 'ref' keyword was removed from here as it is not needed.
// In C#, non-primitive types are automatically passed by reference.
void SaveData(TData data);
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
[System.Serializable]
public class SerializableDictionaryEntry<TKey, TValue>
{
public TKey key;
public TValue value;
}
[System.Serializable]
public class SerializableDictionary<TKey, TValue>
: Dictionary<TKey, TValue>,
ISerializationCallbackReceiver
{
[SerializeField]
private List<SerializableDictionaryEntry<TKey, TValue>> entries =
new List<SerializableDictionaryEntry<TKey, TValue>>();
public SerializableDictionary() { }
public SerializableDictionary(Dictionary<TKey, TValue> source)
{
foreach (var item in source)
Add(item.Key, item.Value);
}
public void OnBeforeSerialize()
{
entries.Clear();
foreach (KeyValuePair<TKey, TValue> pair in this)
{
entries.Add(
new SerializableDictionaryEntry<TKey, TValue>()
{
key = pair.Key,
value = pair.Value,
}
);
}
}
// load the dictionary from lists
public void OnAfterDeserialize()
{
this.Clear();
foreach (SerializableDictionaryEntry<TKey, TValue> entry in entries)
{
this.Add(entry.key, entry.value);
}
}
}

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internal interface IInventoryHolder
{
public Inventory Inventory { get; }
}

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Tilemaps;
[Serializable]
public class Inventory : IDataPersistence<InventoryData>
{
private int capacity = 0;
private Dictionary<string, int> items = new Dictionary<string, int>();
public Inventory(int capacity)
{
this.capacity = capacity;
}
public IReadOnlyDictionary<string, int> Items => items;
public int Capacity => capacity;
public int Load => items.Sum(kvp => kvp.Value);
public int Free => Capacity < 0 ? int.MaxValue : Capacity - Load;
public override string ToString()
{
string text = string.Join(Environment.NewLine, items);
text += Environment.NewLine + Environment.NewLine + $"Занято {Load}";
if (Capacity >= 0)
text += $", свободно {Capacity - Load}";
return text;
}
public int Add(string key, int value, bool allowPartialAdd = false)
{
if (!allowPartialAdd && (Capacity >= 0) && (Capacity < Load + value))
return 0;
value = Math.Min(value, Free);
if (items.ContainsKey(key))
items[key] += value;
else
items[key] = value;
return value;
}
public void LoadData(InventoryData data)
{
items = data.items;
capacity = data.capacity;
}
public void SaveData(InventoryData data)
{
data.items = new SerializableDictionary<string, int>(items);
data.capacity = capacity;
}
}

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using UnityEngine;
using UnityEngine.UIElements;
public class UIToolkitInfoPanel : MonoBehaviour
{
public Transform targetObject;
public Vector3 worldOffset = new Vector3(0, 1f, 0);
private UIDocument uiDocument;
private VisualElement infoPanel;
private Label infoLabel;
private Camera mainCamera;
void Start()
{
uiDocument = GetComponent<UIDocument>();
mainCamera = Camera.main;
if (uiDocument != null)
{
infoPanel = uiDocument.rootVisualElement.Q<VisualElement>("InfoPanel");
infoLabel = uiDocument.rootVisualElement.Q<Label>("InfoLabel");
}
}
void Update()
{
if (targetObject != null && infoPanel != null)
{
// Convert world position to screen space
Vector3 screenPos = mainCamera.WorldToScreenPoint(
targetObject.position + worldOffset
);
// Update panel position (UI Toolkit uses top-left origin)
infoPanel.style.left = screenPos.x;
infoPanel.style.top = Screen.height - screenPos.y;
// Update content
UpdateInfoContent();
}
}
void UpdateInfoContent()
{
if (infoLabel != null)
{
infoLabel.text = $"{targetObject.name}\nPosition: {targetObject.position}";
}
}
}

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36
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using UnityEngine;
public class Player : MonoBehaviour, IInventoryHolder, IDataPersistence<GameData>
{
private Inventory inventory = new Inventory(50);
public Inventory Inventory => inventory;
void Awake()
{
// Add("Лимонад", 5);
// Add("Тортик", 22);
// Add("Спичка", 100);
}
// private void Add(string key, int value)
// {
// int added = inventory.inventory.Add(key, value, true);
// Debug.Log($"{key}: добавлено {added} из {value}");
// if (added < value) {
// int dropped = DropToInventory.inventory.Add(key, value - added);
// Debug.Log($"{key}: брошено {dropped} из {value - added}");
// }
// }
public void LoadData(GameData data)
{
inventory.LoadData(data.player.inventory);
}
public void SaveData(GameData data)
{
inventory.SaveData(data.player.inventory);
}
}

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44
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using UnityEngine;
public class Shelf : MonoBehaviour, IInventoryHolder, IDataPersistence<ShelfData>
{
private Inventory inventory = new Inventory(50);
public Inventory Inventory => inventory;
public string type = "shelf";
void Awake()
{
// Add("Лимонад", 5);
// Add("Тортик", 22);
// Add("Спичка", 100);
}
// private void Add(string key, int value)
// {
// int added = inventory.inventory.Add(key, value, true);
// Debug.Log($"{key}: добавлено {added} из {value}");
// if (added < value) {
// int dropped = DropToInventory.inventory.Add(key, value - added);
// Debug.Log($"{key}: брошено {dropped} из {value - added}");
// }
// }
public void LoadData(ShelfData data)
{
type = data.type;
transform.position = new Vector3(data.location.x, data.location.y, 0);
transform.rotation = Quaternion.Euler(0, 0, data.angle);
inventory.LoadData(data.inventory);
}
public void SaveData(ShelfData data)
{
data.type = type;
data.location = new Vector2(transform.position.x, transform.position.y);
data.angle = transform.rotation.z;
inventory.SaveData(data.inventory);
}
}

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using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class Shelves : MonoBehaviour, IDataPersistence<GameData>
{
public GameObject ShelfPrefab;
private List<Shelf> items = new List<Shelf>();
void Awake()
{
Clear();
}
public void LoadData(GameData data)
{
Clear();
foreach (ShelfData shelfData in data.shelves)
{
Add(shelfData);
}
}
public void SaveData(GameData data)
{
data.shelves.Clear();
foreach (Shelf shelf in GetComponentsInChildren<Shelf>())
{
ShelfData shelfData = new ShelfData();
shelf.SaveData(shelfData);
data.shelves.Add(shelfData);
}
}
public void Add(ShelfData data)
{
GameObject instance = Instantiate(ShelfPrefab, new Vector3(data.location.x, data.location.y, 0), Quaternion.Euler(0, 0, data.angle), transform);
Shelf shelf = instance.GetComponent<Shelf>();
shelf.LoadData(data);
items.Add(shelf);
}
private void Clear()
{
items.Clear();
while (transform.childCount > 0)
DestroyImmediate(transform.GetChild(0).gameObject);
}
[ContextMenu("Test Initialize")]
void TestInitialize()
{
Clear();
for (int i = 0; i < UnityEngine.Random.Range(3, 5); i++)
{
ShelfData shelf = new ShelfData()
{
type = "random shelf",
location = new Vector2(UnityEngine.Random.value * 20 - 10, UnityEngine.Random.value * 10 - 5),
angle = 0,
};
shelf.inventory.capacity = UnityEngine.Random.Range(10, 40);
shelf.inventory.items.Add("123", UnityEngine.Random.Range(5, 10));
Add(shelf);
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UIElements;
public class InfoBox : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
// public Vector3 worldOffset = new Vector3(0, 1f, 0);
public Vector3 worldOffset = new Vector3(0, 0, 0);
public UIDocument uiDocument;
public bool AlwaysVisible;
private Camera mainCamera;
private IInventoryHolder inventoryHolder;
private Label infoBox;
void Start()
{
mainCamera = Camera.main;
if (uiDocument != null)
{
infoBox = uiDocument.rootVisualElement.Q<Label>("InfoBox");
inventoryHolder = GetComponent<IInventoryHolder>();
}
}
void Update()
{
// if (infoBox != null)
{
// Convert world position to screen space
Vector3 screenPos = mainCamera.WorldToScreenPoint(transform.position + worldOffset);
// Update panel position (UI Toolkit uses top-left origin)
infoBox.style.left = screenPos.x;
infoBox.style.top = Screen.height - screenPos.y;
infoBox.style.visibility = AlwaysVisible ? Visibility.Visible : Visibility.Hidden;
UpdateText();
}
}
void UpdateText()
{
// if (infoBox != null)
{
infoBox.text = inventoryHolder.Inventory.ToString();
}
}
public void OnPointerEnter(PointerEventData eventData)
{
infoBox.style.visibility = Visibility.Visible;
}
public void OnPointerExit(PointerEventData eventData)
{
if (!AlwaysVisible)
infoBox.style.visibility = Visibility.Hidden;
}
}

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