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FueraDeEscala/Assets/Game Kit Controller/Scripts/Save System/Elements On Scene/elementOnSceneManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class elementOnSceneManager : MonoBehaviour
{
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[Header ("Main Settings")]
[Space]
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public bool saveCurrentPlayerElementsOnSceneToSaveFile = true;
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public int elementsScene;
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public bool findDisabledElementsOnSceneGameObjects;
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[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
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public bool useElementsOnSceneData;
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public elementsOnSceneData mainElementsOnSceneData;
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[Space]
[Header ("Elements On Scene Prefabs Settings")]
[Space]
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public bool ignoreLoadStatsOnObjectIDList;
public List<int> ignoreLoadStatsOnObjectIDListInfo = new List<int> ();
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[Space]
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public bool ignoreLoadStatsOnObjectPrefabIDList;
public List<int> ignoreLoadStatsOnObjectPrefabIDListInfo = new List<int> ();
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[Space]
[Header ("Debug")]
[Space]
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public int currentElementID = 0;
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public List<elementOnScene> elementOnSceneList = new List<elementOnScene> ();
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[Space]
[Space]
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public List<temporalElementOnSceneInfo> temporalElementOnSceneInfoList = new List<temporalElementOnSceneInfo> ();
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//Possible cases of objects on scene to save its info:
//-Pickups:
//When placed on scene, the regular scene manager will get its info on the editor
//When picked, they send a signal to be removed, by setting its info on a temporal list, as the original object is destroyed
//the system should check if the object picked was an original element on the scene or it was instantiated as a new object from a previous save
//so in that case, that element info is removed from the list, as it is not needed to be loaded or taken into account in next load/save
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
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//-Vehicles:
//When placed on scene, the regular scene manager will get its info on the editor
//When moving to new scenes, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//in that case, the vehicle is checked on the new scene, instantiated and added on the main info list
//When destroyed, they are disabled from the main list, so the original vehicle is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
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//-AI:
//When placed on scene, the regular scene manager will get its info on the editor
//When destroyed, they are disabled from the main list, so the original AI is disabled from scene in that case
//When spawned, they are stored as regular object info when the game is saved, increasing the ID value and adding them as new info elements on the
//main list, so when the game loads, it searches their prefab ID to instantiate a copy of each one, adding them as new objects info on the list
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public const string mainManagerName = "Elements On Scene Manager";
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public static string getMainManagerName ()
{
return mainManagerName;
}
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private static elementOnSceneManager _elementOnSceneManagerInstance;
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public static elementOnSceneManager Instance { get { return _elementOnSceneManagerInstance; } }
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bool instanceInitialized;
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public void getComponentInstance ()
{
if (instanceInitialized) {
return;
}
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if (_elementOnSceneManagerInstance != null && _elementOnSceneManagerInstance != this) {
Destroy (this.gameObject);
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return;
}
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_elementOnSceneManagerInstance = this;
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instanceInitialized = true;
}
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void Awake ()
{
getComponentInstance ();
}
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public void initializeValues ()
{
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}
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public void checkForInstantiatedElementsOnSceneOnSave ()
{
checkCorrectCurrentElementIDValue ();
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if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
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if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
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foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
setNewInstantiatedElementOnSceneManagerIngameWithInfo (currentElementOnScene);
}
}
}
}
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void checkCorrectCurrentElementIDValue ()
{
bool IDFoundResult = false;
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int loopCounter = 0;
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while (!IDFoundResult) {
int index = elementOnSceneList.FindIndex (s => s.elementID == currentElementID);
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if (index > -1) {
increaseCurrentElementID ();
} else {
IDFoundResult = true;
}
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loopCounter++;
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if (loopCounter > elementOnSceneList.Count * 2) {
IDFoundResult = true;
}
}
}
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public void setNewInstantiatedElementOnSceneManagerIngame (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
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newElementOnScene.setSaveElementEnabledState (true);
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newElementOnScene.setElementID (currentElementID);
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newElementOnScene.setElementScene (elementsScene);
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newElementOnScene.setUseElementPrefabIDState (true);
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elementOnSceneList.Add (newElementOnScene);
}
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public void setNewInstantiatedElementOnSceneManagerIngameWithInfo (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
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newElementOnScene.setSaveElementEnabledState (true);
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newElementOnScene.setElementActiveState (true);
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newElementOnScene.setElementID (currentElementID);
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newElementOnScene.setElementScene (elementsScene);
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if (useElementsOnSceneData) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnScene.gameObject.name);
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if (elementPrefabID > -1) {
newElementOnScene.setElementPrefabIDValue (elementPrefabID);
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newElementOnScene.setUseElementPrefabIDState (true);
}
}
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elementOnSceneList.Add (newElementOnScene);
}
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public void setTemporalElementActiveState (int elementID, int elementScene, bool elementActiveState)
{
temporalElementOnSceneInfo newTemporalElementOnSceneInfo = new temporalElementOnSceneInfo ();
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newTemporalElementOnSceneInfo.elementID = elementID;
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newTemporalElementOnSceneInfo.elementScene = elementScene;
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newTemporalElementOnSceneInfo.elementActiveState = elementActiveState;
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temporalElementOnSceneInfoList.Add (newTemporalElementOnSceneInfo);
}
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public void removeElementFromSceneList (elementOnScene newElementOnScene)
{
if (elementOnSceneList.Contains (newElementOnScene)) {
elementOnSceneList.Remove (newElementOnScene);
}
}
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public elementOnScene getElementOnSceneInfo (int elementID, int elementScene)
{
//Get each elemento on scene configured,searching by ID
if (elementOnSceneList.Count == 0) {
getAllElementsOnSceneOnLevel ();
}
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int elementOnSceneListCount = elementOnSceneList.Count;
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//Return the element on scene currently found by ID
for (int i = 0; i < elementOnSceneListCount; i++) {
elementOnScene currentElementOnScene = elementOnSceneList [i];
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if (currentElementOnScene != null && currentElementOnScene.isSaveElementEnabled ()) {
if (currentElementOnScene.elementScene == elementScene && currentElementOnScene.elementID == elementID) {
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return currentElementOnScene;
}
}
}
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return null;
}
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public void addNewElementOnScene (elementOnScene newElementOnScene)
{
increaseCurrentElementID ();
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newElementOnScene.setElementID (currentElementID);
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newElementOnScene.setElementScene (elementsScene);
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elementOnSceneList.Add (newElementOnScene);
}
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public void getAllElementsOnSceneOnLevel ()
{
//Search all the station systems on the level, so they can be managed here
elementOnSceneList.Clear ();
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if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
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if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
if (!elementOnSceneList.Contains (newElementOnSceneList [i])) {
elementOnSceneList.Add (newElementOnSceneList [i]);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
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foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
if (!elementOnSceneList.Contains (currentElementOnScene)) {
elementOnSceneList.Add (currentElementOnScene);
}
}
}
}
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public void setStatsSearchingByInfo (int currentElementScene, int currentElementID, elementOnScene currentElementOnScene)
{
saveElementsOnSceneInfo mainSaveElementsOnSceneInfo = FindObjectOfType<saveElementsOnSceneInfo> ();
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if (mainSaveElementsOnSceneInfo != null) {
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mainSaveElementsOnSceneInfo.setStatsSearchingByInfo (currentElementScene, currentElementID, currentElementOnScene);
}
}
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public bool isSaveCurrentPlayerElementsOnSceneToSaveFile ()
{
return saveCurrentPlayerElementsOnSceneToSaveFile;
}
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public void setSaveCurrentPlayerElementsOnSceneToSaveFileState (bool state)
{
saveCurrentPlayerElementsOnSceneToSaveFile = state;
}
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//EDITOR FUNCTIONS
public void getAllElementsOnSceneOnLevelAndAssignInfoToAllElements ()
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
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currentElementID = 0;
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int elementOnSceneListCount = elementOnSceneList.Count;
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for (int i = 0; i < elementOnSceneListCount; i++) {
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if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setElementActiveState (elementOnSceneList [i].gameObject.activeSelf);
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elementOnSceneList [i].setElementID (currentElementID);
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elementOnSceneList [i].setElementScene (elementsScene);
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elementOnSceneList [i].setObjectOriginallyOnSceneState (true);
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GKC_Utils.updateComponent (elementOnSceneList [i]);
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increaseCurrentElementID ();
}
}
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updateComponent ();
}
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public void setEnableStateOnAllElementsOnScene (bool state)
{
//Seach all station systems on the level and assign an ID to each one
getAllElementsOnSceneOnLevel ();
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int elementOnSceneListCount = elementOnSceneList.Count;
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for (int i = 0; i < elementOnSceneListCount; i++) {
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if (elementOnSceneList [i] != null) {
elementOnSceneList [i].setSaveElementEnabledState (state);
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GKC_Utils.updateComponent (elementOnSceneList [i]);
}
}
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updateComponent ();
}
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public void setIDOnElementsOnScenePrefabs ()
{
if (useElementsOnSceneData) {
int elementPrefabIDCount = 0;
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for (int i = 0; i < mainElementsOnSceneData.elementsOnSceneInfoList.Count; i++) {
for (int j = 0; j < mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList.Count; j++) {
mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefabID = elementPrefabIDCount;
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GameObject elementPrefab = mainElementsOnSceneData.elementsOnSceneInfoList [i].elementOnSceneInfoList [j].elementPrefab;
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if (elementPrefab != null) {
elementOnScene currentElementOnScene = elementPrefab.GetComponentInChildren<elementOnScene> ();
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if (currentElementOnScene != null) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabIDCount);
}
}
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elementPrefabIDCount++;
}
}
}
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updateComponent ();
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GKC_Utils.refreshAssetDatabase ();
}
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public void setIDOnElementsOnScenePrefabsLocatedOnScene ()
{
if (!useElementsOnSceneData) {
return;
}
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if (findDisabledElementsOnSceneGameObjects) {
List<elementOnScene> newElementOnSceneList = GKC_Utils.FindObjectsOfTypeAll<elementOnScene> ();
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if (newElementOnSceneList != null) {
for (var i = 0; i < newElementOnSceneList.Count; i++) {
int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (newElementOnSceneList [i].gameObject.name);
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if (elementPrefabID > -1) {
newElementOnSceneList [i].setElementPrefabIDValue (elementPrefabID);
}
}
}
} else {
elementOnScene [] newElementOnSceneList = FindObjectsOfType<elementOnScene> ();
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foreach (elementOnScene currentElementOnScene in newElementOnSceneList) {
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int elementPrefabID = mainElementsOnSceneData.getElementScenePrefabIDByName (currentElementOnScene.gameObject.name);
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if (elementPrefabID > -1) {
currentElementOnScene.setElementPrefabIDValue (elementPrefabID);
}
}
}
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updateComponent ();
}
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public void getAllElementsOnSceneOnLevelByEditor ()
{
//Search all station systems on the level and assign them here by the editor
getAllElementsOnSceneOnLevel ();
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updateComponent ();
}
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public void clearElementsOnSceneList ()
{
elementOnSceneList.Clear ();
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updateComponent ();
}
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void increaseCurrentElementID ()
{
currentElementID++;
}
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public void addSingleElementOnSceneToManager (elementOnScene newElementOnScene)
{
if (!elementOnSceneList.Contains (newElementOnScene)) {
newElementOnScene.setElementActiveState (newElementOnScene.gameObject.activeSelf);
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newElementOnScene.setElementID (currentElementID);
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newElementOnScene.setElementScene (elementsScene);
newElementOnScene.setObjectOriginallyOnSceneState (true);
GKC_Utils.updateComponent (newElementOnScene);
increaseCurrentElementID ();
elementOnSceneList.Add (newElementOnScene);
updateComponent ();
}
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Main Elements On Scene Manager info", gameObject);
}
[System.Serializable]
public class temporalElementOnSceneInfo
{
public int elementScene;
public int elementID;
public bool elementActiveState;
public bool useElementPrefabID;
public int elementPrefabID;
}
}