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GameObjectData.cs
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154 lines (103 loc) · 3.05 KB
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
[Serializable]
public class GameObjectDataItem {
public string key = "";
public string val = "";
}
public class GameObjectData : GameObjectBehavior {
// Apply this class to objects needed to be hidden but later found
// by using GetComponentsInChildren with the inactive flag set without
// searching recursively through the whole heirarchy of that object.
public List<GameObjectDataItem> _data = null;
public List<GameObjectDataItem> data {
get {
if (_data == null) {
_data = new List<GameObjectDataItem>();
}
return _data;
}
set {
_data = value;
}
}
void Start() {
}
public void Set(string key, object val) {
if (val == null) {
return;
}
string valString = val.ToString();
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
item.val = valString;
return;
}
}
GameObjectDataItem itemAdd = new GameObjectDataItem();
itemAdd.key = key;
itemAdd.val = valString;
data.Add(itemAdd);
}
public object Get(string key) {
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
return item.val;
}
}
return null;
}
public string GetString(string key) {
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
return item.val;
}
}
return null;
}
public float GetFloat(string key) {
float valTo = 0f;
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
if (!string.IsNullOrEmpty(item.val)) {
float.TryParse(item.val, out valTo);
return valTo;
}
}
}
return valTo;
}
public int GetInt(string key) {
int valTo = 0;
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
if (!string.IsNullOrEmpty(item.val)) {
int.TryParse(item.val, out valTo);
return valTo;
}
}
}
return valTo;
}
public double GetDouble(string key) {
double valTo = 0;
foreach (GameObjectDataItem item in data) {
if (item.key == key) {
if (!string.IsNullOrEmpty(item.val)) {
double.TryParse(item.val, out valTo);
return valTo;
}
}
}
return valTo;
}
public Dictionary<string, object> ToDictionary() {
Dictionary<string, object> dict = new Dictionary<string, object>();
foreach (GameObjectDataItem dataItem in data) {
dict.Set(dataItem.key, dataItem.val);
}
return dict;
}
}