Delete dead legacy serialization residue

This commit is contained in:
Meta Vens 2026-06-13 08:42:54 +01:00
commit e1a8d94f57
4 changed files with 9 additions and 1401 deletions

View file

@ -1,149 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using MessagePack.Formatters;
using UnityEditor;
using UnityEngine;
using UnityEngine.Audio;
public class UnityGameObjectFormatter : IMessagePackFormatter<GameObject>
{
#if !UNITY_EDITOR
private static Dictionary<GameObject,string> _paths = new Dictionary<GameObject, string>();
#endif
public void Serialize(ref MessagePackWriter writer, GameObject value, MessagePackSerializerOptions options)
{
if(value==null)
writer.WriteNil();
#if UNITY_EDITOR
writer.Write(AssetDatabase.GetAssetPath(value));
#else
string path;
if (!_paths.TryGetValue(value, out path))
path = "RUNTIME_SERIALIZER_UNKNOWN_RESOURCE";
writer.Write(path);
#endif
}
public GameObject Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
{
var path = reader.ReadString();
if (string.IsNullOrEmpty(path)) return null;
#if UNITY_EDITOR
return AssetDatabase.LoadAssetAtPath<GameObject>(path);
#else
var resource = Resources.Load<GameObject>(path.Substring("Assets/Resources/".Length).Split('.').First());
_paths[resource] = path;
return resource;
#endif
}
}
public class UnityMaterialFormatter : IMessagePackFormatter<Material>
{
#if !UNITY_EDITOR
private static Dictionary<Material,string> _paths = new Dictionary<Material, string>();
#endif
public void Serialize(ref MessagePackWriter writer, Material value, MessagePackSerializerOptions options)
{
if(value==null)
writer.WriteNil();
#if UNITY_EDITOR
writer.Write(AssetDatabase.GetAssetPath(value));
#else
string path;
if (!_paths.TryGetValue(value, out path))
path = "RUNTIME_SERIALIZER_UNKNOWN_RESOURCE";
writer.Write(path);
#endif
}
public Material Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
{
var path = reader.ReadString();
if (string.IsNullOrEmpty(path)) return null;
#if UNITY_EDITOR
return AssetDatabase.LoadAssetAtPath<Material>(path);
#else
var resource = Resources.Load<Material>(path.Substring("Assets/Resources/".Length).Split('.').First());
_paths[resource] = path;
return resource;
#endif
}
}
public class UnitySpriteFormatter : IMessagePackFormatter<Sprite>
{
#if !UNITY_EDITOR
private static Dictionary<Sprite,string> _paths = new Dictionary<Sprite, string>();
#endif
public void Serialize(ref MessagePackWriter writer, Sprite value, MessagePackSerializerOptions options)
{
if(value==null)
writer.WriteNil();
#if UNITY_EDITOR
writer.Write(AssetDatabase.GetAssetPath(value));
#else
string path;
if (!_paths.TryGetValue(value, out path))
path = "RUNTIME_SERIALIZER_UNKNOWN_RESOURCE";
writer.Write(path);
#endif
}
public Sprite Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
{
var path = reader.ReadString();
if (string.IsNullOrEmpty(path)) return null;
#if UNITY_EDITOR
return AssetDatabase.LoadAssetAtPath<Sprite>(path);
#else
var resource = Resources.Load<Sprite>(path.Substring("Assets/Resources/".Length).Split('.').First());
_paths[resource] = path;
return resource;
#endif
}
}
public class UnityTexture2DFormatter : IMessagePackFormatter<Texture2D>
{
#if !UNITY_EDITOR
private static Dictionary<Texture2D,string> _paths = new Dictionary<Texture2D, string>();
#endif
public void Serialize(ref MessagePackWriter writer, Texture2D value, MessagePackSerializerOptions options)
{
if(value==null)
writer.WriteNil();
#if UNITY_EDITOR
writer.Write(AssetDatabase.GetAssetPath(value));
#else
string path;
if (!_paths.TryGetValue(value, out path))
path = "RUNTIME_SERIALIZER_UNKNOWN_RESOURCE";
writer.Write(path);
#endif
}
public Texture2D Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
{
var path = reader.ReadString();
if (string.IsNullOrEmpty(path)) return null;
#if UNITY_EDITOR
return AssetDatabase.LoadAssetAtPath<Texture2D>(path);
#else
var resource = Resources.Load<Texture2D>(path.Substring("Assets/Resources/".Length).Split('.').First());
_paths[resource] = path;
return resource;
#endif
}
}