feat: initial commit

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2025-12-01 12:36:01 +08:00
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Assets/Common/Serialization/.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
.config
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.0.0] - 2025-11-24
### Added
- Initial release of the Unity package.

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MIT License
Copyright (c) 2025 Joe Siu
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# com.joesiu.common.serialization
## Installation
1. Open `Package Manager`
2. Click `+`
3. Select `Add package from git URL...`
4. Paste `https://github.com/JoeSiu/UnityPackages.git?path=Assets/Common/Serialization`

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{
"name": "Common.Serialization.Runtime",
"rootNamespace": "JoeSiu",
"references": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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#region License and Information
/*****
* Provides a serializable wrapper that allows you to store a reference to
* a serialized UnityEngine.Object that implement a certain interface.
* The "Instance" property provides direct easy access to the serialized reference.
* This should work with Components as well as ScriptableObjects.
* It ships with a convenient property drawer that should streamline the usage.
*
* Copyright (c) 2023 Bunny83
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal in the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
*****/
#endregion License and Information
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace JoeSiu.Common.Serialization.Runtime
{
[Serializable]
public class SerializableInterface<T> where T : class
{
[SerializeField]
private Object _obj;
private T _value;
public SerializableInterface()
{
}
public SerializableInterface(T value)
{
SetValue(value);
}
public T Value
{
get => GetValue();
set => SetValue(value);
}
public T GetValue()
{
if (_value != null && (object)_value == _obj) return _value;
if (_obj == null) SetValue(null);
else if (_obj is T inst || _obj is GameObject go && go.TryGetComponent(out inst)) _value = inst;
else SetValue(null);
return _value;
}
private void SetValue(T value)
{
_value = value;
_obj = _value as Object;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(SerializableInterface<>), true)]
public class SerializableInterfacePropertyDrawer : PropertyDrawer
{
private Type _genericType;
private readonly List<Component> _list = new();
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
if (_genericType == null)
{
var fieldType = fieldInfo.FieldType;
if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(List<>))
// when used in a List<>, grab the actual type from the generic argument of the List
fieldType = fieldInfo.FieldType.GetGenericArguments()[0];
else if (fieldType.IsArray)
// when used in an array, grab the actual type from the element type.
fieldType = fieldType.GetElementType();
var types = fieldType?.GetGenericArguments();
if (types is { Length: 1 }) _genericType = types[0];
}
var obj = property.FindPropertyRelative("_obj");
EditorGUI.BeginChangeCheck();
var newObj = EditorGUI.ObjectField(position, label, obj.objectReferenceValue, typeof(Object), true);
if (!EditorGUI.EndChangeCheck()) return;
if (newObj == null) obj.objectReferenceValue = null;
else if (_genericType != null && _genericType.IsAssignableFrom(newObj.GetType())) obj.objectReferenceValue = newObj;
else if (newObj is GameObject go)
{
_list.Clear();
go.GetComponents(_genericType, _list);
if (_list.Count == 1)
{
obj.objectReferenceValue = _list[0];
}
else
{
var m = new GenericMenu();
var n = 1;
foreach (var item in _list)
m.AddItem(new GUIContent(n++ + " " + item.GetType().Name), false, a =>
{
obj.objectReferenceValue = (Object)a;
obj.serializedObject.ApplyModifiedProperties();
}, item);
m.ShowAsContext();
}
}
else
{
Debug.LogWarning("Dragged object is not compatible with " + _genericType?.Name);
}
}
}
#endif
}

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{
"name": "com.joesiu.common.serialization",
"version": "1.0.0",
"description": "Common scripts for serialization.",
"displayName": "Serialization",
"unity": "2019.4",
"author": {
"name": "Joe Siu",
"url": "https://github.com/JoeSiu"
},
"changelogUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/CHANGELOG.md",
"dependencies": {},
"documentationUrl": "https://github.com/JoeSiu/UnityPackages/",
"keywords": [],
"licensesUrl": "https://github.com/JoeSiu/UnityPackages/blob/main/LICENSE.md"
}

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