Add a simple utility to list objects in the current scene
This commit is contained in:
176
Assets/Editor/SceneObjectLocatorWindow.cs
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176
Assets/Editor/SceneObjectLocatorWindow.cs
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.SceneManagement;
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using System.Collections.Generic;
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using System.Linq;
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public class SceneObjectLocatorWindow : EditorWindow
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{
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private enum Tab { Puzzles, Items }
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private Tab currentTab = Tab.Puzzles;
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private List<ObjectiveStepBehaviour> puzzleBehaviours = new List<ObjectiveStepBehaviour>();
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private List<PickupInfo> pickupInfos = new List<PickupInfo>();
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private Vector2 scrollPos;
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[MenuItem("Tools/Scene Object Locator")]
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public static void ShowWindow()
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{
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var window = GetWindow<SceneObjectLocatorWindow>("Scene Object Locator");
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window.minSize = new Vector2(600, 400);
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window.maxSize = new Vector2(1200, 800);
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window.position = new Rect(120, 120, 700, 500);
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}
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private void OnEnable()
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{
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RefreshSceneObjects();
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EditorSceneManager.sceneOpened += (scene, mode) => RefreshSceneObjects();
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EditorSceneManager.activeSceneChanged += (oldScene, newScene) => RefreshSceneObjects();
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}
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private void OnDisable()
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{
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EditorSceneManager.sceneOpened -= (scene, mode) => RefreshSceneObjects();
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EditorSceneManager.activeSceneChanged -= (oldScene, newScene) => RefreshSceneObjects();
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}
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private void RefreshSceneObjects()
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{
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puzzleBehaviours = FindObjectsByType<ObjectiveStepBehaviour>(FindObjectsInactive.Include, FindObjectsSortMode.None).ToList();
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var pickups = FindObjectsByType<Pickup>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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pickupInfos.Clear();
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foreach (var pickup in pickups)
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{
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var go = pickup.gameObject;
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bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
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bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
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pickupInfos.Add(new PickupInfo
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{
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pickup = pickup,
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hasCombine = hasCombine,
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hasSlot = hasSlot
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});
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}
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Repaint();
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}
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private void OnGUI()
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{
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currentTab = (Tab)GUILayout.Toolbar((int)currentTab, new[] { "Puzzles", "Items" });
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GUILayout.Space(8);
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
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if (currentTab == Tab.Puzzles)
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DrawPuzzleTab();
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else
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DrawItemsTab();
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EditorGUILayout.EndScrollView();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Refresh"))
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{
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RefreshSceneObjects();
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}
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}
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private void DrawPuzzleTab()
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{
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if (puzzleBehaviours.Count == 0)
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{
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EditorGUILayout.HelpBox("No ObjectiveStepBehaviour objects found in the scene.", MessageType.Info);
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return;
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}
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foreach (var obj in puzzleBehaviours)
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{
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if (obj == null) continue;
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var go = obj.gameObject;
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.LabelField($"GameObject: {go.name}", EditorStyles.boldLabel);
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EditorGUILayout.LabelField($"Path: {GetHierarchyPath(go)}");
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if (obj.stepData != null)
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{
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EditorGUILayout.LabelField($"Step: {obj.stepData.displayName} ({obj.stepData.stepId})");
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}
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else
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{
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EditorGUILayout.LabelField("Step: [None]", EditorStyles.miniLabel);
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}
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Ping Object", GUILayout.Width(120)))
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{
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Selection.activeObject = go;
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EditorGUIUtility.PingObject(go);
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}
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if (obj.stepData != null && GUILayout.Button("Ping StepSO", GUILayout.Width(120)))
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{
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Selection.activeObject = obj.stepData;
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EditorGUIUtility.PingObject(obj.stepData);
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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GUILayout.Space(4);
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}
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}
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private void DrawItemsTab()
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{
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if (pickupInfos.Count == 0)
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{
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EditorGUILayout.HelpBox("No Pickup objects found in the scene.", MessageType.Info);
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return;
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}
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foreach (var info in pickupInfos)
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{
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if (info.pickup == null) continue;
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var go = info.pickup.gameObject;
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EditorGUILayout.BeginVertical("box");
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EditorGUILayout.LabelField($"GameObject: {go.name}", EditorStyles.boldLabel);
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EditorGUILayout.LabelField($"Path: {GetHierarchyPath(go)}");
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string types = "";
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if (info.hasCombine) types += "Combine";
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if (info.hasSlot) types += (types.Length > 0 ? ", " : "") + "Slot";
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EditorGUILayout.LabelField($"Types: {(string.IsNullOrEmpty(types) ? "Pickup" : types)}");
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if (info.pickup.itemData != null)
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{
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EditorGUILayout.LabelField($"Item: {info.pickup.itemData.itemName}");
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}
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else
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{
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EditorGUILayout.LabelField("Item: [None]", EditorStyles.miniLabel);
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}
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Ping Object", GUILayout.Width(120)))
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{
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Selection.activeObject = go;
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EditorGUIUtility.PingObject(go);
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}
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if (info.pickup.itemData != null && GUILayout.Button("Ping ItemData", GUILayout.Width(120)))
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{
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Selection.activeObject = info.pickup.itemData;
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EditorGUIUtility.PingObject(info.pickup.itemData);
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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GUILayout.Space(4);
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}
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}
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private string GetHierarchyPath(GameObject go)
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{
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string path = go.name;
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Transform t = go.transform.parent;
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while (t != null)
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{
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path = t.name + "/" + path;
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t = t.parent;
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}
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return path;
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}
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private class PickupInfo
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{
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public Pickup pickup;
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public bool hasCombine;
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public bool hasSlot;
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}
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}
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3
Assets/Editor/SceneObjectLocatorWindow.cs.meta
Normal file
3
Assets/Editor/SceneObjectLocatorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0e3c240fa2f548b0a79617ac8e52a205
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timeCreated: 1757502956
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