UI 자동화를 위해 바인딩 기능 구현
- 유니티 에셋 인증 오류로 meta 재생성
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#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Text;
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using UnityEditor;
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using UnityEngine.InputSystem.Utilities;
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namespace UnityEngine.InputSystem.Editor
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{
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/// <summary>
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/// Helpers for working with <see cref="SerializedProperty"/> in the editor.
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/// </summary>
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internal static class SerializedPropertyHelpers
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{
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// Show a PropertyField with a greyed-out default text if the field is empty and not being edited.
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// This is meant to communicate the fact that filling these properties is optional and that Unity will
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// use reasonable defaults if left empty.
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public static void PropertyFieldWithDefaultText(this SerializedProperty prop, GUIContent label, string defaultText)
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{
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GUI.SetNextControlName(label.text);
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var rt = GUILayoutUtility.GetRect(label, GUI.skin.textField);
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EditorGUI.PropertyField(rt, prop, label);
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if (string.IsNullOrEmpty(prop.stringValue) && GUI.GetNameOfFocusedControl() != label.text && Event.current.type == EventType.Repaint)
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{
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using (new EditorGUI.DisabledScope(true))
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{
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rt.xMin += EditorGUIUtility.labelWidth;
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GUI.skin.textField.Draw(rt, new GUIContent(defaultText), false, false, false, false);
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}
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}
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}
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public static SerializedProperty GetParentProperty(this SerializedProperty property)
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{
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var path = property.propertyPath;
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var lastDot = path.LastIndexOf('.');
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if (lastDot == -1)
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return null;
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var parentPath = path.Substring(0, lastDot);
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return property.serializedObject.FindProperty(parentPath);
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}
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public static SerializedProperty GetArrayPropertyFromElement(this SerializedProperty property)
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{
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// Arrays have a structure of 'arrayName.Array.data[index]'.
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// Given property should be element and thus 'data[index]'.
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var arrayProperty = property.GetParentProperty();
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Debug.Assert(arrayProperty.name == "Array", "Expecting 'Array' property");
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return arrayProperty.GetParentProperty();
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}
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public static int GetIndexOfArrayElement(this SerializedProperty property)
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{
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if (property == null)
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return -1;
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var propertyPath = property.propertyPath;
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if (propertyPath[propertyPath.Length - 1] != ']')
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return -1;
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var lastIndexOfLeftBracket = propertyPath.LastIndexOf('[');
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if (int.TryParse(
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propertyPath.Substring(lastIndexOfLeftBracket + 1, propertyPath.Length - lastIndexOfLeftBracket - 2),
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out var index))
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return index;
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return -1;
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}
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public static Type GetArrayElementType(this SerializedProperty property)
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{
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Debug.Assert(property.isArray, $"Property {property.propertyPath} is not an array");
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var fieldType = property.GetFieldType();
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if (fieldType == null)
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throw new ArgumentException($"Cannot determine managed field type of {property.propertyPath}",
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nameof(property));
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return fieldType.GetElementType();
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}
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public static void ResetValuesToDefault(this SerializedProperty property)
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{
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var isString = property.propertyType == SerializedPropertyType.String;
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if (property.isArray && !isString)
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{
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property.ClearArray();
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}
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else if (property.hasChildren && !isString)
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{
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foreach (var child in property.GetChildren())
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ResetValuesToDefault(child);
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}
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else
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{
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switch (property.propertyType)
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{
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case SerializedPropertyType.Float:
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property.floatValue = default(float);
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break;
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case SerializedPropertyType.Boolean:
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property.boolValue = default(bool);
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break;
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case SerializedPropertyType.Enum:
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case SerializedPropertyType.Integer:
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property.intValue = default(int);
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break;
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case SerializedPropertyType.String:
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property.stringValue = string.Empty;
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break;
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case SerializedPropertyType.ObjectReference:
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property.objectReferenceValue = null;
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break;
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}
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}
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}
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public static string ToJson(this SerializedObject serializedObject)
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{
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return JsonUtility.ToJson(serializedObject, prettyPrint: true);
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}
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// The following is functionality that allows turning Unity data into text and text
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// back into Unity data. Given that this is essential functionality for any kind of
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// copypaste support, I'm not sure why the Unity editor API isn't providing this out
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// of the box. Internally, we do have support for this on a whole-object kind of level
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// but not for parts of serialized objects.
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/// <summary>
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///
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/// </summary>
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/// <param name="property"></param>
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/// <returns></returns>
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/// <remarks>
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/// Converting entire objects to JSON is easy using Unity's serialization system but we cannot
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/// easily convert just a part of the serialized graph to JSON (or any text format for that matter)
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/// and then recreate the same data from text through SerializedProperties. This method helps by manually
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/// turning an arbitrary part of a graph into JSON which can then be used with <see cref="RestoreFromJson"/>
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/// to write the data back into an existing property.
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///
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/// The primary use for this is copy-paste where serialized data needs to be stored in
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/// <see cref="EditorGUIUtility.systemCopyBuffer"/>.
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/// </remarks>
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public static string CopyToJson(this SerializedProperty property, bool ignoreObjectReferences = false)
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{
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var buffer = new StringBuilder();
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CopyToJson(property, buffer, ignoreObjectReferences);
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return buffer.ToString();
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}
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public static void CopyToJson(this SerializedProperty property, StringBuilder buffer, bool ignoreObjectReferences = false)
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{
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CopyToJson(property, buffer, noPropertyName: true, ignoreObjectReferences: ignoreObjectReferences);
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}
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private static void CopyToJson(this SerializedProperty property, StringBuilder buffer, bool noPropertyName, bool ignoreObjectReferences)
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{
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var propertyType = property.propertyType;
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if (ignoreObjectReferences && propertyType == SerializedPropertyType.ObjectReference)
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return;
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// Property name.
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if (!noPropertyName)
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{
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buffer.Append('"');
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buffer.Append(property.name);
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buffer.Append('"');
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buffer.Append(':');
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}
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// Strings are classified as arrays and have children.
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var isString = propertyType == SerializedPropertyType.String;
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// Property value.
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if (property.isArray && !isString)
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{
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buffer.Append('[');
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var arraySize = property.arraySize;
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var isFirst = true;
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for (var i = 0; i < arraySize; ++i)
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{
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var element = property.GetArrayElementAtIndex(i);
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if (ignoreObjectReferences && element.propertyType == SerializedPropertyType.ObjectReference)
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continue;
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if (!isFirst)
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buffer.Append(',');
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CopyToJson(element, buffer, true, ignoreObjectReferences);
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isFirst = false;
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}
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buffer.Append(']');
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}
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else if (property.hasChildren && !isString)
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{
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// Any structured data we represent as a JSON object.
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buffer.Append('{');
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var isFirst = true;
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foreach (var child in property.GetChildren())
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{
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if (ignoreObjectReferences && child.propertyType == SerializedPropertyType.ObjectReference)
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continue;
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if (!isFirst)
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buffer.Append(',');
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CopyToJson(child, buffer, false, ignoreObjectReferences);
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isFirst = false;
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}
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buffer.Append('}');
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}
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else
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{
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switch (propertyType)
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{
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case SerializedPropertyType.Enum:
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case SerializedPropertyType.Integer:
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buffer.Append(property.intValue);
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break;
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case SerializedPropertyType.Float:
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buffer.Append(property.floatValue);
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break;
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case SerializedPropertyType.String:
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buffer.Append('"');
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buffer.Append(property.stringValue.Escape());
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buffer.Append('"');
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break;
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case SerializedPropertyType.Boolean:
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if (property.boolValue)
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buffer.Append("true");
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else
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buffer.Append("false");
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break;
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////TODO: other property types
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default:
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throw new NotImplementedException($"Support for {property.propertyType} property type");
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}
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}
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}
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public static void RestoreFromJson(this SerializedProperty property, string json)
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{
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var parser = new JsonParser(json);
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RestoreFromJson(property, ref parser);
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}
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public static void RestoreFromJson(this SerializedProperty property, ref JsonParser parser)
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{
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var isString = property.propertyType == SerializedPropertyType.String;
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if (property.isArray && !isString)
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{
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property.ClearArray();
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parser.ParseToken('[');
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while (!parser.ParseToken(']') && !parser.isAtEnd)
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{
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var index = property.arraySize;
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property.InsertArrayElementAtIndex(index);
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var elementProperty = property.GetArrayElementAtIndex(index);
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RestoreFromJson(elementProperty, ref parser);
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parser.ParseToken(',');
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}
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}
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else if (property.hasChildren && !isString)
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{
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parser.ParseToken('{');
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while (!parser.ParseToken('}') && !parser.isAtEnd)
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{
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parser.ParseStringValue(out var propertyName);
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parser.ParseToken(':');
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var childProperty = property.FindPropertyRelative(propertyName.ToString());
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if (childProperty == null)
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throw new ArgumentException($"Cannot find property '{propertyName}' in {property}", nameof(property));
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RestoreFromJson(childProperty, ref parser);
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parser.ParseToken(',');
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}
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}
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else
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{
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switch (property.propertyType)
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{
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case SerializedPropertyType.Float:
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{
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parser.ParseNumber(out var num);
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property.floatValue = (float)num.ToDouble();
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break;
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}
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case SerializedPropertyType.String:
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{
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parser.ParseStringValue(out var str);
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property.stringValue = str.ToString();
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break;
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}
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case SerializedPropertyType.Boolean:
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{
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parser.ParseBooleanValue(out var b);
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property.boolValue = b.ToBoolean();
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break;
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}
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case SerializedPropertyType.Enum:
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case SerializedPropertyType.Integer:
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{
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parser.ParseNumber(out var num);
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property.intValue = (int)num.ToInteger();
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break;
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}
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default:
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throw new NotImplementedException(
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$"Restoring property value of type {property.propertyType} (property: {property})");
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}
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}
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}
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public static IEnumerable<SerializedProperty> GetChildren(this SerializedProperty property)
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{
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if (!property.hasChildren)
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yield break;
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using (var iter = property.Copy())
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{
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var end = iter.GetEndProperty(true);
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// Go to first child.
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if (!iter.Next(true))
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yield break; // Shouldn't happen; we've already established we have children.
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// Iterate over children.
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while (!SerializedProperty.EqualContents(iter, end))
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{
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yield return iter;
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if (!iter.Next(false))
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break;
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}
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}
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}
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public static FieldInfo GetField(this SerializedProperty property)
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{
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var objectType = property.serializedObject.targetObject.GetType();
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var currentSerializableType = objectType;
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var pathComponents = property.propertyPath.Split('.');
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FieldInfo result = null;
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foreach (var component in pathComponents)
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{
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// Handle arrays. They are followed by "Array" and "data[N]" elements.
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if (result != null && currentSerializableType.IsArray)
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{
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if (component == "Array")
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continue;
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if (component.StartsWith("data["))
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{
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currentSerializableType = currentSerializableType.GetElementType();
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continue;
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}
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}
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result = currentSerializableType.GetField(component,
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BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.FlattenHierarchy);
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if (result == null)
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return null;
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currentSerializableType = result.FieldType;
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}
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return result;
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}
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public static Type GetFieldType(this SerializedProperty property)
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{
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return GetField(property)?.FieldType;
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}
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public static void SetStringValue(this SerializedProperty property, string propertyName, string value)
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{
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var propertyRelative = property?.FindPropertyRelative(propertyName);
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if (propertyRelative != null)
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propertyRelative.stringValue = value;
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}
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}
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}
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#endif // UNITY_EDITOR
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