Last improvements on the save front
This commit is contained in:
committed by
Michal Pikulski
parent
b3e0f90e09
commit
64253c1048
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -382,8 +382,9 @@ namespace Core.Lifecycle
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string serializedData = component.InvokeSceneSaveRequested();
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if (!string.IsNullOrEmpty(serializedData))
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{
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saveData[component.SaveId] = serializedData;
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LogDebug($"Collected scene save data from: {component.SaveId}");
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string saveId = component.SaveId;
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saveData[saveId] = serializedData;
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LogDebug($"Collected scene save data from: {saveId} (Type: {component.GetType().Name})");
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}
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}
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catch (Exception ex)
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@@ -66,7 +66,7 @@ namespace Core.Lifecycle
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/// <summary>
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/// Unique identifier for this component in the save system.
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/// Default: "SceneName/GameObjectName"
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/// Default: "SceneName/GameObjectName/ComponentType"
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/// Override ONLY for special cases (e.g., singletons like "PlayerController", or custom IDs).
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/// </summary>
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public virtual string SaveId
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@@ -74,7 +74,8 @@ namespace Core.Lifecycle
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get
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{
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string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
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return $"{sceneName}/{gameObject.name}";
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string componentType = GetType().Name;
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return $"{sceneName}/{gameObject.name}/{componentType}";
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}
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}
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