using UnityEngine; namespace Pathfinding { /// <summary>Exposes internal methods from <see cref="Pathfinding.VersionedMonoBehaviour"/></summary> public interface IVersionedMonoBehaviourInternal { void UpgradeFromUnityThread(); } /// <summary>Base class for all components in the package</summary> public abstract class VersionedMonoBehaviour : MonoBehaviour, ISerializationCallbackReceiver, IVersionedMonoBehaviourInternal { /// <summary>Version of the serialized data. Used for script upgrades.</summary> [SerializeField] [HideInInspector] int version = 0; protected virtual void Awake () { // Make sure the version field is up to date for components created during runtime. // Reset is not called when in play mode. // If the data had to be upgraded then OnAfterDeserialize would have been called earlier. if (Application.isPlaying) version = OnUpgradeSerializedData(int.MaxValue, true); } /// <summary>Handle serialization backwards compatibility</summary> protected virtual void Reset () { // Set initial version when adding the component for the first time version = OnUpgradeSerializedData(int.MaxValue, true); } /// <summary>Handle serialization backwards compatibility</summary> void ISerializationCallbackReceiver.OnBeforeSerialize () { } /// <summary>Handle serialization backwards compatibility</summary> void ISerializationCallbackReceiver.OnAfterDeserialize () { var r = OnUpgradeSerializedData(version, false); // Negative values (-1) indicate that the version number should not be updated if (r >= 0) version = r; } /// <summary>Handle serialization backwards compatibility</summary> protected virtual int OnUpgradeSerializedData (int version, bool unityThread) { return 1; } void IVersionedMonoBehaviourInternal.UpgradeFromUnityThread () { var r = OnUpgradeSerializedData(version, true); if (r < 0) throw new System.Exception(); version = r; } } }