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