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@DmitriyYukhanov
Created December 31, 2015 06:58
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#define UNITY_5_PLUS
#if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
#undef UNITY_5_PLUS
#endif
using UnityEngine;
using System.Reflection;
using UnityEditor;
namespace CodeStage.Maintainer.Tools
{
public class ObjectTools
{
private static PropertyInfo cachedInspectorModeInfo;
internal static long GetLocalIdentifierInFileForObject(Object unityObject)
{
long id = -1;
if (unityObject == null) return id;
if (cachedInspectorModeInfo == null)
{
cachedInspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
}
SerializedObject serializedObject = new SerializedObject(unityObject);
cachedInspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
SerializedProperty serializedProperty = serializedObject.FindProperty("m_LocalIdentfierInFile");
#if UNITY_5_PLUS
id = serializedProperty.longValue;
#else
id = serializedProperty.intValue;
#endif
if (id <= 0)
{
PrefabType prefabType = PrefabUtility.GetPrefabType(unityObject);
if (prefabType != PrefabType.None)
{
id = GetLocalIdentifierInFileForObject(PrefabUtility.GetPrefabObject(unityObject));
}
else
{
// this will work for the new objects in scene which weren't saved yet
id = unityObject.GetInstanceID();
}
}
return id;
}
}
}
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