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- } - - // if you want to always load from server, can clear cache first - // Caching.CleanCache(); - - // get current bundle hash from server, random value added to avoid caching - UnityWebRequest www = UnityWebRequest.Get(bundleURL + ".manifest?r=" + (Random.value * 9999999)); - Debug.Log("Loading manifest:" + bundleURL + ".manifest"); - - // wait for load to finish - yield return www.Send(); - - // if received error, exit - if (www.isError == true) - { - Debug.LogError("www error:" + www.error); - yield break; - } - - // create empty hash string - Hash128 hashString = (default(Hash128));// new Hash128(0, 0, 0, 0); - - // check if received data contains 'ManifestFileVersion' - if (www.downloadHandler.text.Contains("ManifestFileVersion")) - { - // extract hash string from the received data, should add some error checking here - var hashRow = www.downloadHandler.text.ToString().Split("\n".ToCharArray())[5]; - hashString = Hash128.Parse(hashRow.Split(':')[1].Trim()); - - if (hashString.isValid == true) - { - if (Caching.IsVersionCached(bundleURL, hashString) == true) - { - Debug.Log("Bundle with this hash is already cached!"); - } else - { - Debug.Log("No cached version founded for this hash.."); - } - } else - { - // invalid loaded hash, just try loading latest bundle - Debug.LogError("Invalid hash:" + hashString); - yield break; - } - - } else - { - Debug.LogError("Manifest doesn't contain string 'ManifestFileVersion': " + bundleURL + ".manifest"); - yield break; - } - - - - // now download the actual bundle, with hashString parameter it uses cached version if available - www = UnityWebRequest.GetAssetBundle(bundleURL + "?r=" + (Random.value * 9999999), hashString, 0); - - // wait for load to finish - yield return www.Send(); - - if (www.error != null) - { - Debug.LogError("www error:" + www.error); - yield break; - } - - // get bundle from downloadhandler - AssetBundle bundle = ((DownloadHandlerAssetBundle)www.downloadHandler).assetBundle; - - GameObject bundlePrefab = null; - - // if no asset name is given, take the first/main asset - if (assetName == "") - { - bundlePrefab = (GameObject)bundle.LoadAsset(bundle.GetAllAssetNames()[0]); - } else // use asset name - { - bundlePrefab = (GameObject)bundle.LoadAsset(assetName); - } - - // if we got something out - if (bundlePrefab != null) - { - // instantiate at 0,0,0 and without rotation - var go = Instantiate(bundlePrefab, Vector3.zero, Quaternion.identity) as GameObject; - - /* + public class AssetBundleLoader : MonoBehaviour + { + public string assetBundleURL = "http://localhost/bundle"; + + void Start () + { + StartCoroutine ( DownloadAndCache ( assetBundleURL, "" ) ); + } + + + /// + /// asset bundle load and instantiate + /// + /// full url to the bundle file + /// optional asset name to instantiate from the bundle + IEnumerator DownloadAndCache ( string bundleURL, string assetName ) + { + // Wait for the Caching system to be ready + while ( !Caching.ready ) + { + yield return null; + } + + // if you want to always load from server, can clear cache first + // Caching.CleanCache(); + + // get current bundle hash from server, random value added to avoid caching + UnityWebRequest www = UnityWebRequest.Get ( bundleURL + ".manifest?r=" + ( Random.value * 9999999 ) ); + Debug.Log ( "Loading manifest:" + bundleURL + ".manifest" ); + + // wait for load to finish + yield return www.Send (); + + // if received error, exit + if ( www.isNetworkError == true ) + { + Debug.LogError ( "www error:" + www.error ); + yield break; + } + + // create empty hash string + Hash128 hashString = ( default(Hash128) );// new Hash128(0, 0, 0, 0); + + // check if received data contains 'ManifestFileVersion' + if ( www.downloadHandler.text.Contains ( "ManifestFileVersion" ) ) + { + // extract hash string from the received data, should add some error checking here + var hashRow = www.downloadHandler.text.ToString ().Split ( "\n".ToCharArray () ) [ 5 ]; + hashString = Hash128.Parse ( hashRow.Split ( ':' ) [ 1 ].Trim () ); + + if ( hashString.isValid == true ) + { + if ( Caching.IsVersionCached ( bundleURL, hashString ) == true ) + { + Debug.Log ( "Bundle with this hash is already cached!" ); + } + else + { + Debug.Log ( "No cached version founded for this hash.." ); + } + } + else + { + // invalid loaded hash, just try loading latest bundle + Debug.LogError ( "Invalid hash:" + hashString ); + yield break; + } + + } + else + { + Debug.LogError ( "Manifest doesn't contain string 'ManifestFileVersion': " + bundleURL + ".manifest" ); + yield break; + } + + + + // now download the actual bundle, with hashString parameter it uses cached version if available + www = UnityWebRequest.GetAssetBundle ( bundleURL + "?r=" + ( Random.value * 9999999 ), hashString, 0 ); + + // wait for load to finish + yield return www.Send (); + + if ( www.error != null ) + { + Debug.LogError ( "www error:" + www.error ); + yield break; + } + + // get bundle from downloadhandler + AssetBundle bundle = ( ( DownloadHandlerAssetBundle )www.downloadHandler ).assetBundle; + + GameObject bundlePrefab = null; + + // if no asset name is given, take the first/main asset + if ( assetName == "" ) + { + bundlePrefab = ( GameObject )bundle.LoadAsset ( bundle.GetAllAssetNames () [ 0 ] ); + } + else + { // use asset name + bundlePrefab = ( GameObject )bundle.LoadAsset ( assetName ); + } + + // if we got something out + if ( bundlePrefab != null ) + { + + // instantiate at 0,0,0 and without rotation + Instantiate ( bundlePrefab, Vector3.zero, Quaternion.identity ); + + /* // fix pink shaders, NOTE: not always needed.. foreach (Renderer r in go.GetComponentsInChildren(includeInactive: true)) { @@ -122,10 +127,10 @@ IEnumerator DownloadAndCache(string bundleURL, string assetName) r.material.shader = null; r.material.shader = material; }*/ - } + } - bundle.Unload(false); - } - } + bundle.Unload ( false ); + } + } } diff --git a/Assets/Scripts/AssetBundles/AssetBundleLoader.cs.meta 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-0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3769a76ec6f190546995c89726eaf150 +timeCreated: 1500793394 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization.meta b/Assets/Scripts/Serialization.meta new file mode 100644 index 0000000..04399dd --- /dev/null +++ b/Assets/Scripts/Serialization.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9f168be270e83ad41bcba642d638e64e +folderAsset: yes +timeCreated: 1501219232 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/Color32Serializable.cs b/Assets/Scripts/Serialization/Color32Serializable.cs new file mode 100644 index 0000000..659dc00 --- /dev/null +++ b/Assets/Scripts/Serialization/Color32Serializable.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Representation of RGBA colors in 32 bit format. +/// +[Serializable] +public struct Color32Serializable : ISerializable +{ + + #region Parameters + + /// + /// Th Red. + /// + public byte r; + + /// + /// The Green. + /// + public byte g; + + /// + /// The Blue. + /// + public byte b; + + /// + /// The Alpha. + /// + public byte a; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// Color. + public Color32Serializable ( Color32 color ) : this ( color.r, color.g, color.b, color.a ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The red component. + /// The green component. + /// The blue component. + /// The alpha component. + public Color32Serializable ( byte r, byte g, byte b, byte a ) + { + this.r = r; + this.g = g; + this.b = b; + this.a = a; + } + + #endregion + + #region Operators Overload + + public static implicit operator Color32Serializable ( Color32 color ) + { + return new Color32Serializable ( color ); + } + + public static implicit operator Color32 ( Color32Serializable color ) + { + return new Color32 ( color.r, color.g, color.b, color.a ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "r", this.r, typeof ( byte ) ); + info.AddValue ( "g", this.g, typeof ( byte ) ); + info.AddValue ( "b", this.b, typeof ( byte ) ); + info.AddValue ( "a", this.a, typeof ( byte ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/Color32Serializable.cs.meta b/Assets/Scripts/Serialization/Color32Serializable.cs.meta new file mode 100644 index 0000000..a552449 --- /dev/null +++ b/Assets/Scripts/Serialization/Color32Serializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 061cb47411476a94d8f5231532065360 +timeCreated: 1501219363 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/ColorSerializable.cs b/Assets/Scripts/Serialization/ColorSerializable.cs new file mode 100644 index 0000000..41462a3 --- /dev/null +++ b/Assets/Scripts/Serialization/ColorSerializable.cs @@ -0,0 +1,101 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Representation of RGBA colors. +/// +[Serializable] +public struct ColorSerializable : ISerializable +{ + + #region Parameters + + /// + /// Th Red. + /// + public float r; + + /// + /// The Green. + /// + public float g; + + /// + /// The Blue. + /// + public float b; + + /// + /// The Alpha. + /// + public float a; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// The red component. + /// The green component. + /// The blue component. + public ColorSerializable ( float r, float g, float b ) : this ( r, g, b, 1f ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Color. + public ColorSerializable ( Color color ) : this ( color.r, color.g, color.b, color.a ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The red component. + /// The green component. + /// The blue component. + /// The alpha component. + public ColorSerializable ( float r, float g, float b, float a ) + { + this.r = r; + this.g = g; + this.b = b; + this.a = a; + } + + #endregion + + #region Operators Overload + + public static implicit operator ColorSerializable ( Color color ) + { + return new ColorSerializable ( color ); + } + + public static implicit operator Color ( ColorSerializable color ) + { + return new Color ( color.r, color.g, color.b, color.a ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "r", this.r, typeof ( float ) ); + info.AddValue ( "g", this.g, typeof ( float ) ); + info.AddValue ( "b", this.b, typeof ( float ) ); + info.AddValue ( "a", this.a, typeof ( float ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/ColorSerializable.cs.meta b/Assets/Scripts/Serialization/ColorSerializable.cs.meta new file mode 100644 index 0000000..523b387 --- /dev/null +++ b/Assets/Scripts/Serialization/ColorSerializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3b3f6bf5ffa85a94a844cd82e24937d5 +timeCreated: 1501219355 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/MeshSerializable.cs b/Assets/Scripts/Serialization/MeshSerializable.cs new file mode 100644 index 0000000..48c76f1 --- /dev/null +++ b/Assets/Scripts/Serialization/MeshSerializable.cs @@ -0,0 +1,102 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// A class that allows creating and modifying meshes from scripts. +/// +[Serializable] +public sealed class MeshSerializable : UnityEngine.Object, ISerializable +{ + + #region Parameters + + public Vector3[] vertices; + public int[] triangles; + public Vector3[] normals; + public Color[] colors; + public Vector4[] tangents; + public Color32[] colors32; + public Vector2[] uv; + public Vector2[] uv2; + public Vector2[] uv3; + public Vector2[] uv4; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the class. + /// + public MeshSerializable () : this ( new Mesh () ) + { + + } + + /// + /// Initializes a new instance of the class. + /// + /// Mesh. + public MeshSerializable ( Mesh mesh ) + { + this.vertices = mesh.vertices; + this.triangles = mesh.triangles; + this.normals = mesh.normals; + this.colors = mesh.colors; + this.tangents = mesh.tangents; + this.colors32 = mesh.colors32; + this.uv = mesh.uv; + this.uv2 = mesh.uv2; + this.uv3 = mesh.uv3; + this.uv4 = mesh.uv4; + } + + #endregion + + #region Operators Overload + + public static implicit operator MeshSerializable ( Mesh mesh ) + { + return new MeshSerializable ( mesh ); + } + + public static implicit operator Mesh ( MeshSerializable mesh ) + { + Mesh result = new Mesh (); + result.vertices = mesh.vertices; + result.triangles = mesh.triangles; + result.normals = mesh.normals; + result.colors = mesh.colors; + result.tangents = mesh.tangents; + result.colors32 = mesh.colors32; + result.uv = mesh.uv; + result.uv2 = mesh.uv2; + result.uv3 = mesh.uv3; + result.uv4 = mesh.uv4; + return result; + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "vertices", this.vertices, typeof ( Vector3[] ) ); + info.AddValue ( "triangles", this.triangles, typeof ( int[] ) ); + info.AddValue ( "normals", this.normals, typeof ( Vector3[] ) ); + info.AddValue ( "colors", this.colors, typeof ( Color[] ) ); + info.AddValue ( "tangents", this.tangents, typeof ( Vector4[] ) ); + info.AddValue ( "colors32", this.colors32, typeof ( Color32[] ) ); + info.AddValue ( "uv", this.uv, typeof ( Vector3[] ) ); + info.AddValue ( "uv2", this.uv2, typeof ( Vector3[] ) ); + info.AddValue ( "uv3", this.uv3, typeof ( Vector3[] ) ); + info.AddValue ( "uv4", this.uv4, typeof ( Vector3[] ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/MeshSerializable.cs.meta b/Assets/Scripts/Serialization/MeshSerializable.cs.meta new file mode 100644 index 0000000..1b63ced --- /dev/null +++ b/Assets/Scripts/Serialization/MeshSerializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cefc979bdf83eee4f9f3bc6cae4700a8 +timeCreated: 1501219306 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/QuaternionSerializable.cs b/Assets/Scripts/Serialization/QuaternionSerializable.cs new file mode 100644 index 0000000..00dfbe6 --- /dev/null +++ b/Assets/Scripts/Serialization/QuaternionSerializable.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Quaternions are used to represent rotations. +/// +[Serializable] +public struct QuaternionSerializable : ISerializable +{ + + #region Parameters + + /// + /// The x component. + /// + public float x; + + /// + /// The y component. + /// + public float y; + + /// + /// The z component. + /// + public float z; + + /// + /// The w component. + /// + public float w; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// Quaternion. + public QuaternionSerializable ( Quaternion quaternion ) : this ( quaternion.x, quaternion.y, quaternion.z, quaternion.w ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + /// The z coordinate. + /// The width. + public QuaternionSerializable ( float x, float y, float z, float w ) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + #endregion + + #region Operators Overload + + public static implicit operator QuaternionSerializable ( Quaternion quaternion ) + { + return new QuaternionSerializable ( quaternion ); + } + + public static implicit operator Quaternion ( QuaternionSerializable quaternion ) + { + return new Quaternion ( quaternion.x, quaternion.y, quaternion.z, quaternion.w ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "x", this.x, typeof ( float ) ); + info.AddValue ( "y", this.y, typeof ( float ) ); + info.AddValue ( "z", this.z, typeof ( float ) ); + info.AddValue ( "w", this.w, typeof ( float ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/QuaternionSerializable.cs.meta b/Assets/Scripts/Serialization/QuaternionSerializable.cs.meta new file mode 100644 index 0000000..fc9242a --- /dev/null +++ b/Assets/Scripts/Serialization/QuaternionSerializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0478a8da07814774989772b1065d060b +timeCreated: 1501219344 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/Vector2Serializable.cs b/Assets/Scripts/Serialization/Vector2Serializable.cs new file mode 100644 index 0000000..8e4374d --- /dev/null +++ b/Assets/Scripts/Serialization/Vector2Serializable.cs @@ -0,0 +1,155 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Representation of 2D vectors and points. +/// +[Serializable] +public struct Vector2Serializable : ISerializable +{ + + #region Parametres + + /// + /// X component of the vector. + /// + public float x; + + /// + /// Y component of the vector. + /// + public float y; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector2Serializable ( Vector2 vector ) : this ( vector.x, vector.y ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector2Serializable ( Vector3 vector ) : this ( vector.x, vector.y ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector2Serializable ( Vector4 vector ) : this ( vector.x, vector.y ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + public Vector2Serializable ( float x, float y ) + { + this.x = x; + this.y = y; + } + + #endregion + + #region Methods + + public override bool Equals ( object obj ) + { + if ( obj is Vector2Serializable || obj is Vector2 ) + { + Vector2Serializable vector = ( Vector2Serializable )obj; + return this.x == vector.x && this.y == vector.y; + } + return false; + } + + public override int GetHashCode () + { + return this.x.GetHashCode () ^ this.y.GetHashCode () << 2; + } + + public override string ToString () + { + return string.Format ( "({0}, {1})", this.x, this.y ); + } + + #endregion + + #region Operators Overload + + public static implicit operator Vector2Serializable ( Vector2 vector ) + { + return new Vector2Serializable ( vector ); + } + + public static implicit operator Vector2 ( Vector2Serializable vector ) + { + return new Vector2 ( vector.x, vector.y ); + } + + public static implicit operator Vector2Serializable ( Vector3 vector ) + { + return new Vector2Serializable ( vector ); + } + + public static implicit operator Vector3 ( Vector2Serializable vector ) + { + return new Vector3 ( vector.x, vector.y ); + } + + public static implicit operator Vector2Serializable ( Vector4 vector ) + { + return new Vector2Serializable ( vector ); + } + + public static implicit operator Vector4 ( Vector2Serializable vector ) + { + return new Vector4 ( vector.x, vector.y ); + } + + public static implicit operator Vector2Serializable ( Vector3Serializable vector ) + { + return new Vector2Serializable ( ( Vector2 )vector ); + } + + public static implicit operator Vector3Serializable ( Vector2Serializable vector ) + { + return new Vector3Serializable ( ( Vector2 )vector ); + } + + public static implicit operator Vector2Serializable ( Vector4Serializable vector ) + { + return new Vector2Serializable ( ( Vector2 )vector ); + } + + public static implicit operator Vector4Serializable ( Vector2Serializable vector ) + { + return new Vector4Serializable ( ( Vector2 )vector ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "x", this.x, typeof ( float ) ); + info.AddValue ( "y", this.y, typeof ( float ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/Vector2Serializable.cs.meta b/Assets/Scripts/Serialization/Vector2Serializable.cs.meta new file mode 100644 index 0000000..a9fc810 --- /dev/null +++ b/Assets/Scripts/Serialization/Vector2Serializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fba189e2785c0d044acb994360e29d47 +timeCreated: 1501219297 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/Vector3Serializable.cs b/Assets/Scripts/Serialization/Vector3Serializable.cs new file mode 100644 index 0000000..e3fb18f --- /dev/null +++ b/Assets/Scripts/Serialization/Vector3Serializable.cs @@ -0,0 +1,172 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Representation of 3D vectors and points. +/// +[Serializable] +public struct Vector3Serializable : ISerializable +{ + + #region Parametres + + /// + /// X component of the vector. + /// + public float x; + + /// + /// Y component of the vector. + /// + public float y; + + /// + /// Z component of the vector. + /// + public float z; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector3Serializable ( Vector2 vector ) : this ( vector.x, vector.y ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector3Serializable ( Vector3 vector ) : this ( vector.x, vector.y, vector.z ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector3Serializable ( Vector4 vector ) : this ( vector.x, vector.y, vector.z ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + public Vector3Serializable ( float x, float y ) : this ( x, y, 0f ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + /// The z coordinate. + public Vector3Serializable ( float x, float y, float z ) + { + this.x = x; + this.y = y; + this.z = z; + } + + #endregion + + #region Methods + + public override bool Equals ( object obj ) + { + if ( obj is Vector3Serializable || obj is Vector3 ) + { + Vector3Serializable vector = ( Vector3Serializable )obj; + return this.x == vector.x && this.y == vector.y && this.z == vector.z; + } + return false; + } + + public override int GetHashCode () + { + return this.x.GetHashCode () ^ this.y.GetHashCode () << 2 ^ this.z.GetHashCode () >> 2; + } + + public override string ToString () + { + return string.Format ( "({0}, {1}, {2})", this.x, this.y, this.z ); + } + + #endregion + + #region Operators Overload + + public static implicit operator Vector3Serializable ( Vector2 vector ) + { + return new Vector3Serializable ( vector ); + } + + public static implicit operator Vector2 ( Vector3Serializable vector ) + { + return new Vector2 ( vector.x, vector.y ); + } + + public static implicit operator Vector3Serializable ( Vector3 vector ) + { + return new Vector3Serializable ( vector ); + } + + public static implicit operator Vector3 ( Vector3Serializable vector ) + { + return new Vector3 ( vector.x, vector.y, vector.z ); + } + + public static implicit operator Vector3Serializable ( Vector4 vector ) + { + return new Vector3Serializable ( vector ); + } + + public static implicit operator Vector4 ( Vector3Serializable vector ) + { + return new Vector4 ( vector.x, vector.y, vector.z ); + } + + public static implicit operator Vector3Serializable ( Vector2Serializable vector ) + { + return new Vector3Serializable ( ( Vector3 )vector ); + } + + public static implicit operator Vector2Serializable ( Vector3Serializable vector ) + { + return new Vector2Serializable ( ( Vector3 )vector ); + } + + public static implicit operator Vector3Serializable ( Vector4Serializable vector ) + { + return new Vector3Serializable ( ( Vector3 )vector ); + } + + public static implicit operator Vector4Serializable ( Vector3Serializable vector ) + { + return new Vector4Serializable ( ( Vector3 )vector ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "x", this.x, typeof ( float ) ); + info.AddValue ( "y", this.y, typeof ( float ) ); + info.AddValue ( "z", this.z, typeof ( float ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/Vector3Serializable.cs.meta b/Assets/Scripts/Serialization/Vector3Serializable.cs.meta new file mode 100644 index 0000000..c43c852 --- /dev/null +++ b/Assets/Scripts/Serialization/Vector3Serializable.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6c5e14b336560c043bf6176b01621604 +timeCreated: 1501219289 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Serialization/Vector4Serializable.cs b/Assets/Scripts/Serialization/Vector4Serializable.cs new file mode 100644 index 0000000..7adb319 --- /dev/null +++ b/Assets/Scripts/Serialization/Vector4Serializable.cs @@ -0,0 +1,190 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.Serialization; +using UnityEngine; + +/// +/// Representation of four-dimensional vectors. +/// +[Serializable] +public struct Vector4Serializable : ISerializable +{ + + #region Parametres + + /// + /// X component of the vector. + /// + public float x; + + /// + /// Y component of the vector. + /// + public float y; + + /// + /// Z component of the vector. + /// + public float z; + + /// + /// W component of the vector. + /// + public float w; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector4Serializable ( Vector2 vector ) : this ( vector.x, vector.y ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector4Serializable ( Vector3 vector ) : this ( vector.x, vector.y, vector.z ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// Vector. + public Vector4Serializable ( Vector4 vector ) : this ( vector.x, vector.y, vector.z, vector.w ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + public Vector4Serializable ( float x, float y ) : this ( x, y, 0f ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + /// The z coordinate. + public Vector4Serializable ( float x, float y, float z ) : this ( x, y, z, 0f ) + { + } + + /// + /// Initializes a new instance of the struct. + /// + /// The x coordinate. + /// The y coordinate. + /// The z coordinate. + /// The width. + public Vector4Serializable ( float x, float y, float z, float w ) + { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + } + + #endregion + + #region Methods + + public override bool Equals ( object obj ) + { + if ( obj is Vector4Serializable || obj is Vector4 ) + { + Vector4Serializable vector = ( Vector4Serializable )obj; + return this.x == vector.x && this.y == vector.y && this.z == vector.z && this.w == vector.w; + } + return false; + } + + public override int GetHashCode () + { + return this.x.GetHashCode () ^ this.y.GetHashCode () << 2 ^ this.z.GetHashCode () >> 2 ^ this.w.GetHashCode () >> 1; + } + + public override string ToString () + { + return string.Format ( "({0}, {1}, {2}, {3})", this.x, this.y, this.z, this.w ); + } + + #endregion + + #region Operators Overload + + public static implicit operator Vector4Serializable ( Vector2 vector ) + { + return new Vector4Serializable ( vector ); + } + + public static implicit operator Vector2 ( Vector4Serializable vector ) + { + return new Vector2 ( vector.x, vector.y ); + } + + public static implicit operator Vector4Serializable ( Vector3 vector ) + { + return new Vector4Serializable ( vector ); + } + + public static implicit operator Vector3 ( Vector4Serializable vector ) + { + return new Vector3 ( vector.x, vector.y, vector.z ); + } + + public static implicit operator Vector4Serializable ( Vector4 vector ) + { + return new Vector4Serializable ( vector ); + } + + public static implicit operator Vector4 ( Vector4Serializable vector ) + { + return new Vector4 ( vector.x, vector.y, vector.z, vector.w ); + } + + public static implicit operator Vector4Serializable ( Vector2Serializable vector ) + { + return new Vector4Serializable ( ( Vector4 )vector ); + } + + public static implicit operator Vector2Serializable ( Vector4Serializable vector ) + { + return new Vector2Serializable ( ( Vector4 )vector ); + } + + public static implicit operator Vector4Serializable ( Vector3Serializable vector ) + { + return new Vector4Serializable ( ( Vector4 )vector ); + } + + public static implicit operator Vector3Serializable ( Vector4Serializable vector ) + { + return new Vector3Serializable ( ( Vector4 )vector ); + } + + #endregion + + #region ISerializable implementation + + public void GetObjectData ( SerializationInfo info, StreamingContext context ) + { + info.AddValue ( "x", this.x, typeof ( float ) ); + info.AddValue ( "y", this.y, typeof ( float ) ); + info.AddValue ( "z", this.w, typeof ( float ) ); + info.AddValue ( "w", this.w, typeof ( float ) ); + } + + #endregion + +} diff --git a/Assets/Scripts/Serialization/Vector4Serializable.cs.meta 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