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Map saving improvements #10206
Map saving improvements #10206
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Your PR has no registered changes in its description! |
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Your PR has no registered changes in its description! |
UnityProject/Assets/Scripts/Core/SecureStuff/AllowedReflection.cs
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UnityProject/Assets/Scripts/Core/SecureStuff/SecureMapsSaver.cs
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public EventConnection Connection2 = new EventConnection(); | ||
public EventConnection Connection3 = new EventConnection(); | ||
public EventConnection Connection4 = new EventConnection(); | ||
public EventConnection Connection5 = new EventConnection(); |
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Why not use a list
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the map saver, Would have to be expanded to support class comparison ( is the class exactly the same or is it different )
and then be able to serialise the differences if it's only slightly different, basically big pain in but
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... this still doesn't explain why you cant have a list of connections to loop through to make the code cleaner and have the ability to expand to having more than just 5 connections.
Are each connection statitc to something that will never change? Then its better to use proper names rather than just numbers
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so, with the list,
it needs to be able to compare with the prefab yes? , how do you compare a class?
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because all it has is the object and type, I was thinking may be supporting structs but that seems like a dodgy implementation
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you'd have to write a custom comparer for each class as well since its something not standard with classes
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Map saver will now automatically detect Cross object references and save them,
maps saver now works with lists of cross object references and value types ( classes are a pain to compare )
Map saver now works in the editor when not playing
removes unnecessary logs from hub status