323 lines
10 KiB
C#
323 lines
10 KiB
C#
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using FishNet.Managing.Logging;
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using FishNet.Serializing.Helping;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Managing.Scened
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{
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/// <summary>
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/// Extensions for SceneLookupData.
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/// </summary>
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internal static class SceneLookupDataExtensions
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{
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/// <summary>
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/// Returns Names from SceneLookupData.
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/// </summary>
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/// <param name="datas"></param>
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/// <returns></returns>
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public static string[] GetNames(this SceneLookupData[] datas)
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{
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string[] names = new string[datas.Length];
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for (int i = 0; i < datas.Length; i++)
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names[i] = datas[i].Name;
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return names;
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}
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}
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/// <summary>
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/// Data container for looking up, loading, or unloading a scene.
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/// </summary>
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public class SceneLookupData
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{
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/// <summary>
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/// Handle of the scene. If value is 0, then handle is not used.
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/// </summary>
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public int Handle;
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/// <summary>
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/// Name of the scene.
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/// </summary>
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public string Name = string.Empty;
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/// <summary>
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/// Returns the scene name without a directory path should one exist.
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/// </summary>
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public string NameOnly => System.IO.Path.GetFileNameWithoutExtension(Name);
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/// <summary>
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/// Returns if this data is valid for use.
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/// Being valid does not mean that the scene exist, rather that there is enough data to try and lookup a scene.
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/// </summary>
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public bool IsValid => (Name != string.Empty || Handle != 0);
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#region Const
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/// <summary>
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/// String to display when scene data is invalid.
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/// </summary>
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private const string INVALID_SCENE = "One or more scene information entries contain invalid data and have been skipped.";
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#endregion
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/// <summary>
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///
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/// </summary>
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public SceneLookupData() { }
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/// <summary>
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///
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/// </summary>
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/// <param name="scene">Scene to generate from.</param>
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public SceneLookupData(Scene scene)
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{
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Handle = scene.handle;
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Name = scene.name;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="name">Scene name to generate from.</param>
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public SceneLookupData(string name)
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{
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Name = name;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="handle">Scene handle to generate from.</param>
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public SceneLookupData(int handle)
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{
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Handle = handle;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="handle">Scene handle to generate from.</param>
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/// <param name="name">Name to generate from if handle is 0.</param>
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public SceneLookupData(int handle, string name)
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{
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Handle = handle;
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Name = name;
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}
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#region Comparers.
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public static bool operator ==(SceneLookupData sldA, SceneLookupData sldB)
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{
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//One is null while the other is not.
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if ((sldA is null) != (sldB is null))
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return false;
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/*If here both are either null or have value. */
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if (!(sldA is null))
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return sldA.Equals(sldB);
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else if (!(sldB is null))
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return sldB.Equals(sldA);
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//Fall through indicates both are null.
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return true;
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}
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public static bool operator !=(SceneLookupData sldA, SceneLookupData sldB)
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{
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//One is null while the other is not.
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if ((sldA is null) != (sldB is null))
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return true;
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/*If here both are either null or have value. */
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if (!(sldA is null))
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return !sldA.Equals(sldB);
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else if (!(sldB is null))
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return !sldB.Equals(sldA);
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//Fall through indicates both are null.
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return true;
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}
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public bool Equals(SceneLookupData sld)
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{
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//Comparing instanced against null.
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if (sld is null)
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return false;
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//True if both handles are empty.
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bool bothHandlesEmpty = (
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(this.Handle == 0) &&
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(sld.Handle == 0)
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);
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//If both have handles and they match.
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if (!bothHandlesEmpty && sld.Handle == this.Handle)
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return true;
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//If neither have handles and name matches.
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else if (bothHandlesEmpty && sld.Name == this.Name)
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return true;
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//Fall through.
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return false;
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}
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public override int GetHashCode()
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{
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int hashCode = 2053068273;
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hashCode = hashCode * -1521134295 + Handle.GetHashCode();
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hashCode = hashCode * -1521134295 + EqualityComparer<string>.Default.GetHashCode(Name);
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return hashCode;
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}
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public override bool Equals(object obj)
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{
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return base.Equals(obj);
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}
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public override string ToString()
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{
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return base.ToString();
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}
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#endregion
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#region CreateData.
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/// <summary>
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/// Returns a new SceneLookupData.
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/// </summary>
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/// <param name="scene">Scene to create from.</param>
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/// <returns></returns>
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public static SceneLookupData CreateData(Scene scene) => new SceneLookupData(scene);
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/// <summary>
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/// Returns a new SceneLookupData.
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/// </summary>
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/// <param name="scene">Scene name to create from.</param>
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/// <returns></returns>
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public static SceneLookupData CreateData(string name) => new SceneLookupData(name);
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/// <summary>
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/// Returns a new SceneLookupData.
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/// </summary>
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/// <param name="scene">Scene handle to create from.</param>
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/// <returns></returns>
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public static SceneLookupData CreateData(int handle) => new SceneLookupData(handle);
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="scenes">Scenes to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(List<Scene> scenes) => CreateData(scenes.ToArray());
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="names">Scene names to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(List<string> names) => CreateData(names.ToArray());
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="handles">Scene handles to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(List<int> handles) => CreateData(handles.ToArray());
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="scenes">Scenes to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(Scene[] scenes)
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{
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bool invalidFound = false;
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List<SceneLookupData> result = new List<SceneLookupData>();
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foreach (Scene item in scenes)
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{
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if (!item.IsValid())
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{
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invalidFound = true;
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continue;
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}
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result.Add(CreateData(item));
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}
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if (invalidFound)
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NetworkManager.StaticLogWarning(INVALID_SCENE);
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return result.ToArray();
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}
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="names">Scene names to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(string[] names)
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{
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bool invalidFound = false;
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List<SceneLookupData> result = new List<SceneLookupData>();
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foreach (string item in names)
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{
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if (string.IsNullOrEmpty(item))
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{
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invalidFound = true;
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continue;
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}
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string nameOnly = System.IO.Path.GetFileNameWithoutExtension(item);
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result.Add(CreateData(nameOnly));
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}
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if (invalidFound)
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NetworkManager.StaticLogWarning(INVALID_SCENE);
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return result.ToArray();
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}
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/// <summary>
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/// Returns a SceneLookupData collection.
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/// </summary>
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/// <param name="handles">Scene handles to create from.</param>
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/// <returns></returns>
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public static SceneLookupData[] CreateData(int[] handles)
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{
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bool invalidFound = false;
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List<SceneLookupData> result = new List<SceneLookupData>();
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foreach (int item in handles)
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{
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if (item == 0)
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{
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invalidFound = true;
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continue;
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}
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result.Add(CreateData(item));
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}
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if (invalidFound)
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NetworkManager.StaticLogWarning(INVALID_SCENE);
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return result.ToArray();
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}
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#endregion
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/// <summary>
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/// Returns the first scene found using Handle or Name, preferring Handle.
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/// </summary>
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/// <returns></returns>
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/// <param name="foundByHandle">True if scene was found by handle. Handle is always checked first.</param>
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public Scene GetScene(out bool foundByHandle)
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{
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foundByHandle = false;
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if (Handle == 0 && string.IsNullOrEmpty(Name))
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{
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NetworkManager.StaticLogWarning("Scene handle and name is unset; scene cannot be returned.");
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return default;
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}
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Scene result = default;
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//Lookup my handle.
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if (Handle != 0)
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{
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result = SceneManager.GetScene(Handle);
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if (result.handle != 0)
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foundByHandle = true;
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}
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//If couldnt find handle try by string.
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if (!foundByHandle)
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result = SceneManager.GetScene(NameOnly);
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return result;
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}
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}
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}
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