225 lines
11 KiB
C#
225 lines
11 KiB
C#
using System;
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using Newtonsoft.Json.Linq;
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using Unity.Pipeline.Editor.Authoring;
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using Unity.Pipeline.Models;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Unity.Pipeline.Editor.Commands.GameObjects
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{
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/// <summary>
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/// Reads and writes a single <see cref="SerializedProperty"/> from/to a JSON value.
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///
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/// WHY everything goes through SerializedProperty rather than reflection on the C# field: it is
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/// the only path that correctly participates in dirtying, prefab override tracking, and Undo
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/// (when the change is applied via <see cref="SerializedObject.ApplyModifiedProperties"/>).
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/// Reflection would bypass all three and leave the Editor's view stale.
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///
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/// Supported surface: primitives (bool/int/long/float/double/string), enums (by name or index),
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/// <see cref="Vector2"/>/<see cref="Vector3"/>/<see cref="Vector4"/>, <see cref="Color"/>, and
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/// object references (assigned from an <see cref="ObjectRef"/> handle resolved by
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/// <see cref="ObjectResolver"/>).
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/// </summary>
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internal static class SerializedPropertyConverter
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{
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/// <summary>
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/// Read a property into a JSON-friendly value (primitive, string, or small array/object for
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/// vector/color types). Unsupported property kinds return a short type descriptor string so a
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/// get_component_properties dump never throws on an exotic field.
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/// </summary>
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public static JToken Read(SerializedProperty property)
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{
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// Array/list fields surface as Generic with isArray=true; return their elements as a JSON
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// array so a get/set round-trips. (String also reports isArray, hence the exclusion.)
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if (property.isArray && property.propertyType != SerializedPropertyType.String)
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{
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var elements = new JArray();
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for (int i = 0; i < property.arraySize; i++)
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elements.Add(Read(property.GetArrayElementAtIndex(i)));
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return elements;
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}
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switch (property.propertyType)
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{
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case SerializedPropertyType.Boolean:
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return new JValue(property.boolValue);
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case SerializedPropertyType.Integer:
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return new JValue(property.longValue);
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case SerializedPropertyType.Float:
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return new JValue(property.doubleValue);
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case SerializedPropertyType.String:
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return new JValue(property.stringValue);
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case SerializedPropertyType.Enum:
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// enumValueIndex indexes enumNames; guard against -1 (mixed/unknown).
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return property.enumValueIndex >= 0 && property.enumValueIndex < property.enumNames.Length
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? new JValue(property.enumNames[property.enumValueIndex])
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: new JValue(property.intValue);
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case SerializedPropertyType.Vector2:
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return ToArray(property.vector2Value.x, property.vector2Value.y);
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case SerializedPropertyType.Vector3:
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return ToArray(property.vector3Value.x, property.vector3Value.y, property.vector3Value.z);
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case SerializedPropertyType.Vector4:
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return ToArray(property.vector4Value.x, property.vector4Value.y, property.vector4Value.z, property.vector4Value.w);
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case SerializedPropertyType.Color:
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var c = property.colorValue;
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return ToArray(c.r, c.g, c.b, c.a);
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case SerializedPropertyType.ObjectReference:
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return property.objectReferenceValue != null
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? JToken.FromObject(ObjectResolver.Describe(property.objectReferenceValue))
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: JValue.CreateNull();
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default:
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// Bounds, Quaternion, AnimationCurve, etc. are out of MVP scope: surface a hint.
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return new JValue($"<unsupported:{property.propertyType}>");
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}
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}
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/// <summary>
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/// Write a JSON value into a property. Throws <see cref="ArgumentException"/> with a clear
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/// message on a type mismatch so set_component_properties reports exactly which field/value
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/// failed. Object references are resolved from an <see cref="ObjectRef"/>-shaped JSON object
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/// (or a bare string treated as an asset path / globalId).
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/// </summary>
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public static void Write(SerializedProperty property, JToken value)
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{
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// Array/list fields (Generic + isArray) are written from a JSON array: resize, then recurse
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// per element so arrays of primitives AND object references (e.g. MeshRenderer.m_Materials)
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// both work. (String also reports isArray, hence the exclusion.)
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if (property.isArray && property.propertyType != SerializedPropertyType.String)
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{
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if (!(value is JArray array))
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throw new ArgumentException(
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$"Property '{property.name}' is an array; provide a JSON array of elements.");
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property.arraySize = array.Count;
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for (int i = 0; i < array.Count; i++)
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Write(property.GetArrayElementAtIndex(i), array[i]);
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return;
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}
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switch (property.propertyType)
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{
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case SerializedPropertyType.Boolean:
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property.boolValue = value.ToObject<bool>();
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break;
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case SerializedPropertyType.Integer:
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property.longValue = value.ToObject<long>();
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break;
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case SerializedPropertyType.Float:
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property.doubleValue = value.ToObject<double>();
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break;
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case SerializedPropertyType.String:
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property.stringValue = value.Type == JTokenType.Null ? string.Empty : value.ToObject<string>();
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break;
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case SerializedPropertyType.Enum:
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WriteEnum(property, value);
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break;
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case SerializedPropertyType.Vector2:
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{
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var a = ToFloats(value, 2, property.name);
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property.vector2Value = new Vector2(a[0], a[1]);
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break;
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}
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case SerializedPropertyType.Vector3:
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{
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var a = ToFloats(value, 3, property.name);
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property.vector3Value = new Vector3(a[0], a[1], a[2]);
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break;
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}
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case SerializedPropertyType.Vector4:
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{
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var a = ToFloats(value, 4, property.name);
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property.vector4Value = new Vector4(a[0], a[1], a[2], a[3]);
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break;
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}
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case SerializedPropertyType.Color:
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{
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var a = ToFloats(value, 4, property.name);
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property.colorValue = new Color(a[0], a[1], a[2], a[3]);
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break;
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}
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case SerializedPropertyType.ObjectReference:
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property.objectReferenceValue = ResolveObjectReference(value, property.name);
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break;
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default:
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throw new ArgumentException(
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$"Property '{property.name}' has unsupported type '{property.propertyType}' for set.");
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}
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}
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private static void WriteEnum(SerializedProperty property, JToken value)
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{
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// Accept either the enum constant name or its index/value.
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if (value.Type == JTokenType.String)
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{
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var name = value.ToObject<string>();
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var index = Array.IndexOf(property.enumNames, name);
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if (index < 0)
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{
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// Fall back to display names (Editor humanized form), then error.
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index = Array.IndexOf(property.enumDisplayNames, name);
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if (index < 0)
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throw new ArgumentException(
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$"Enum value '{name}' is not valid for property '{property.name}'. Valid: [{string.Join(", ", property.enumNames)}].");
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}
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property.enumValueIndex = index;
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}
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else
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{
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// A numeric value is the enum's underlying integer, NOT an index into enumNames:
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// those only coincide when declaration order matches the constant values. Mirror Read,
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// which falls back to property.intValue, so round-tripping a numeric enum is stable.
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property.intValue = value.ToObject<int>();
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}
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}
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private static Object ResolveObjectReference(JToken value, string propertyName)
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{
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// An explicit null clears the reference; anything else MUST resolve — never silently no-op
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// (a handle that doesn't resolve used to be dropped, so the command reported success while
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// assigning nothing).
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if (value == null || value.Type == JTokenType.Null)
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return null;
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// Route every shape (string handle, handle object, or bare-integer instanceId) through
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// ObjectRefConverter so path / guid / globalId / instanceId forms all parse identically.
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var handle = value.ToObject<ObjectRef>();
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if (handle == null || handle.IsEmpty)
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throw new ArgumentException(
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$"Property '{propertyName}': '{value}' is not a recognized object reference handle. " +
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"Provide a path, guid, globalId, or instanceId (or null to clear).");
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if (!ObjectResolver.TryResolve(handle, out var obj, out var error))
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throw new ArgumentException($"Could not resolve object reference for '{propertyName}': {error}");
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return obj;
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}
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private static float[] ToFloats(JToken value, int expected, string propertyName)
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{
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if (value is JArray array)
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{
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if (array.Count != expected)
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throw new ArgumentException(
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$"Property '{propertyName}' expects {expected} components, got {array.Count}.");
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var result = new float[expected];
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for (int i = 0; i < expected; i++)
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result[i] = array[i].ToObject<float>();
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return result;
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}
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throw new ArgumentException(
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$"Property '{propertyName}' expects an array of {expected} numbers.");
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}
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private static JArray ToArray(params float[] values)
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{
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var array = new JArray();
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foreach (var v in values)
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array.Add(v);
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return array;
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}
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}
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}
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