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diving_obs
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5
.gitignore
vendored
5
.gitignore
vendored
@@ -99,3 +99,8 @@ InitTestScene*.unity*
|
||||
|
||||
# Auto-generated scenes by play mode tests
|
||||
/[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity*
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||||
.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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||||
.vscode/extensions.json
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.vscode/launch.json
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.vscode/settings.json
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.idea/.idea.AppleHillsProduction/.idea/indexLayout.xml
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@@ -15,7 +15,7 @@ MonoBehaviour:
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Hash: 00000000000000000000000000000000
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m_OptimizeCatalogSize: 0
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m_ConditionEvent: IsTalking
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m_PrefabAsset: {fileID: 0}
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m_SpeedParameter: speed
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@@ -90,8 +93,8 @@ AnimatorStateTransition:
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m_Controller: {fileID: 9100000}
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- m_Name: TakePhoto
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m_Controller: {fileID: 9100000}
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- m_Name: speed
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m_Name: Base Layer
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@@ -184,8 +187,8 @@ AnimatorStateTransition:
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m_Name:
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m_Conditions:
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- m_ConditionMode: 3
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m_ConditionEvent: Speed
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m_EventTreshold: 0
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m_ConditionEvent: speed
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m_EventTreshold: 0.1
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -209390523250253645}
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m_Solo: 0
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@@ -212,8 +215,8 @@ AnimatorStateTransition:
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m_ConditionEvent: IsTalking
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m_EventTreshold: 0
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- m_ConditionMode: 4
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m_ConditionEvent: Speed
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m_EventTreshold: 0.1
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m_ConditionEvent: speed
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m_EventTreshold: 0.01
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m_DstStateMachine: {fileID: 0}
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m_Solo: 0
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@@ -267,13 +270,13 @@ AnimatorStateMachine:
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- serializedVersion: 1
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m_State: {fileID: -4318263607971929773}
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@@ -293,8 +296,8 @@ AnimatorStateTransition:
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m_Name:
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m_Conditions:
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- m_ConditionMode: 3
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m_ConditionEvent: Speed
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m_EventTreshold: 0
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m_ConditionEvent: speed
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m_EventTreshold: 0.1
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: -209390523250253645}
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m_Solo: 0
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@@ -318,8 +321,8 @@ AnimatorStateTransition:
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m_Name:
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m_Conditions:
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- m_ConditionMode: 4
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m_ConditionEvent: Speed
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m_EventTreshold: 0.1
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m_ConditionEvent: speed
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m_EventTreshold: 0.01
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 6759965249582913303}
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m_Solo: 0
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@@ -425,8 +428,8 @@ AnimatorStateTransition:
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m_Name:
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m_Conditions:
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- m_ConditionMode: 4
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m_ConditionEvent: Speed
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m_EventTreshold: 0.1
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m_ConditionEvent: speed
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m_EventTreshold: 0.01
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m_DstStateMachine: {fileID: 0}
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m_DstState: {fileID: 6759965249582913303}
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m_Solo: 0
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@@ -1,5 +1,30 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!1101 &-7993130233709895848
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AnimatorStateTransition:
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@@ -37,6 +62,7 @@ AnimatorState:
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@@ -84,7 +138,9 @@ AnimatorState:
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spriteCustomMetadata:
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entries: []
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nameFileIdTable:
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LawnMowerMovingPLACEHOLDER_1: 6348190279078284696
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LawnMowerMovingPLACEHOLDER_2: 5233908553689211412
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LawnMowerMovingPLACEHOLDER_3: -877913300417174042
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LawnMowerMovingPLACEHOLDER_4: 7052581180763600252
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LawnMowerMovingPLACEHOLDER_5: 4839952163610979709
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LawnMowerMovingPLACEHOLDER_6: -5099098398506052249
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mipmapLimitGroupName:
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assetBundleVariant:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_PrefabAsset: {fileID: 0}
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m_Name: LawnMowerMovingPLACEHOLDER
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m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
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m_Texture: {fileID: 2800000, guid: 464f70d7647a22a4aa688ffc2b6654cc, type: 3}
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m_PrefabAsset: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 84e39aac66cf4a10a89abc01b04b13af, type: 3}
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m_EditorClassIdentifier:
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stepId: InteractFootballBird
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displayName: Interact Football Bird
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description: Take a picture of the Football bird
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icon: {fileID: 0}
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unlocks: []
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -16,4 +16,5 @@ MonoBehaviour:
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displayName: Football in luring spot A
|
||||
description: Place the Football into luring spot A
|
||||
icon: {fileID: 0}
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unlocks: []
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unlocks:
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- {fileID: 11400000, guid: 0df54e69020c39e44b3b486cd6ac475a, type: 2}
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@@ -0,0 +1,19 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 84e39aac66cf4a10a89abc01b04b13af, type: 3}
|
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m_Name: InteractWithHammerBird
|
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m_EditorClassIdentifier:
|
||||
stepId: InteractHammerBird
|
||||
displayName: Interact With HammerBird
|
||||
description: TAke picture of the HammerBird
|
||||
icon: {fileID: 0}
|
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unlocks: []
|
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 829fc7c8046e0844f93bf810dc1f0ebd
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -16,4 +16,5 @@ MonoBehaviour:
|
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displayName: Nails In Lure C
|
||||
description: Place the Nails in the Luring Spot C
|
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icon: {fileID: 0}
|
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unlocks: []
|
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unlocks:
|
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- {fileID: 11400000, guid: 829fc7c8046e0844f93bf810dc1f0ebd, type: 2}
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
using UnityEditor;
|
||||
using Interactions;
|
||||
using PuzzleS;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor
|
||||
@@ -13,6 +15,9 @@ namespace Editor
|
||||
private string _pickupSoFolderPath = "Assets/Data/Items";
|
||||
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
|
||||
|
||||
private enum ItemType { None, Pickup, ItemSlot }
|
||||
private ItemType _itemType = ItemType.None;
|
||||
|
||||
[MenuItem("Tools/Item Prefab Editor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
@@ -53,39 +58,28 @@ namespace Editor
|
||||
|
||||
EditorGUILayout.LabelField("Editing: ", _selectedGameObject.name, EditorStyles.boldLabel);
|
||||
EditorGUILayout.Space();
|
||||
// Pickup
|
||||
|
||||
// Determine current type
|
||||
bool hasPickup = _selectedGameObject.GetComponent<Pickup>() != null;
|
||||
bool addPickup = EditorGUILayout.Toggle("Pickup", hasPickup);
|
||||
if (addPickup && !hasPickup)
|
||||
{
|
||||
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
|
||||
}
|
||||
else if (!addPickup && hasPickup)
|
||||
bool hasSlot = _selectedGameObject.GetComponent<ItemSlot>() != null;
|
||||
if (hasSlot) _itemType = ItemType.ItemSlot;
|
||||
else if (hasPickup) _itemType = ItemType.Pickup;
|
||||
else _itemType = ItemType.None;
|
||||
|
||||
// Item type selection
|
||||
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
|
||||
if (newType != _itemType)
|
||||
{
|
||||
// Remove both, then add selected
|
||||
PrefabEditorUtility.RemoveComponent<Pickup>(_selectedGameObject);
|
||||
PrefabEditorUtility.RemoveComponent<ItemSlot>(_selectedGameObject);
|
||||
if (newType == ItemType.Pickup)
|
||||
PrefabEditorUtility.AddOrGetComponent<Pickup>(_selectedGameObject);
|
||||
else if (newType == ItemType.ItemSlot)
|
||||
PrefabEditorUtility.AddOrGetComponent<ItemSlot>(_selectedGameObject);
|
||||
_itemType = newType;
|
||||
}
|
||||
// CombineWithBehavior
|
||||
bool hasCombine = _selectedGameObject.GetComponent<CombineWithBehavior>() != null;
|
||||
bool addCombine = EditorGUILayout.Toggle("CombineWithBehavior", hasCombine);
|
||||
if (addCombine && !hasCombine)
|
||||
{
|
||||
PrefabEditorUtility.AddOrGetComponent<CombineWithBehavior>(_selectedGameObject);
|
||||
}
|
||||
else if (!addCombine && hasCombine)
|
||||
{
|
||||
PrefabEditorUtility.RemoveComponent<CombineWithBehavior>(_selectedGameObject);
|
||||
}
|
||||
// SlotItemBehavior
|
||||
bool hasSlot = _selectedGameObject.GetComponent<SlotItemBehavior>() != null;
|
||||
bool addSlot = EditorGUILayout.Toggle("SlotItemBehavior", hasSlot);
|
||||
if (addSlot && !hasSlot)
|
||||
{
|
||||
PrefabEditorUtility.AddOrGetComponent<SlotItemBehavior>(_selectedGameObject);
|
||||
}
|
||||
else if (!addSlot && hasSlot)
|
||||
{
|
||||
PrefabEditorUtility.RemoveComponent<SlotItemBehavior>(_selectedGameObject);
|
||||
}
|
||||
|
||||
// ObjectiveStepBehaviour
|
||||
bool hasObjective = _selectedGameObject.GetComponent<ObjectiveStepBehaviour>() != null;
|
||||
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", hasObjective);
|
||||
@@ -97,8 +91,9 @@ namespace Editor
|
||||
{
|
||||
PrefabEditorUtility.RemoveComponent<ObjectiveStepBehaviour>(_selectedGameObject);
|
||||
}
|
||||
// Pickup Data
|
||||
if (addPickup)
|
||||
|
||||
// Pickup Data (for Pickup or ItemSlot)
|
||||
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
|
||||
{
|
||||
var pickup = _selectedGameObject.GetComponent<Pickup>();
|
||||
_pickupData = pickup.itemData;
|
||||
@@ -122,6 +117,7 @@ namespace Editor
|
||||
pickup.itemData = _pickupData;
|
||||
}
|
||||
}
|
||||
|
||||
// Objective Data
|
||||
if (addObjective)
|
||||
{
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
using Interactions;
|
||||
using PuzzleS;
|
||||
|
||||
namespace Editor
|
||||
{
|
||||
@@ -10,15 +12,17 @@ namespace Editor
|
||||
private string _saveFolderPath = "Assets/Prefabs/Items";
|
||||
private string _pickupSoFolderPath = "Assets/Data/Items";
|
||||
private string _puzzleSoFolderPath = "Assets/Data/Puzzles";
|
||||
private bool _addPickup;
|
||||
private bool _addCombineWith;
|
||||
private bool _addSlot;
|
||||
private bool _addObjective;
|
||||
|
||||
private PickupItemData _pickupData;
|
||||
private PuzzleStepSO _objectiveData;
|
||||
private UnityEditor.Editor _soEditor;
|
||||
|
||||
private enum ItemType { None, Pickup, ItemSlot }
|
||||
private ItemType _itemType = ItemType.None;
|
||||
|
||||
private bool _createNext = false;
|
||||
|
||||
[MenuItem("Tools/Prefab Creator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
@@ -48,13 +52,19 @@ namespace Editor
|
||||
EditorGUILayout.EndHorizontal();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Add Components:", EditorStyles.boldLabel);
|
||||
_addPickup = EditorGUILayout.Toggle("Pickup", _addPickup);
|
||||
_addCombineWith = EditorGUILayout.Toggle("CombineWithBehavior", _addCombineWith);
|
||||
_addSlot = EditorGUILayout.Toggle("SlotItemBehavior", _addSlot);
|
||||
_addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
|
||||
|
||||
// Item type selection
|
||||
var newType = (ItemType)EditorGUILayout.EnumPopup("Item Type", _itemType);
|
||||
if (newType != _itemType)
|
||||
{
|
||||
_itemType = newType;
|
||||
}
|
||||
bool addObjective = EditorGUILayout.Toggle("ObjectiveStepBehaviour", _addObjective);
|
||||
_addObjective = addObjective;
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (_addPickup)
|
||||
// Pickup Data (for Pickup or ItemSlot)
|
||||
if (_itemType == ItemType.Pickup || _itemType == ItemType.ItemSlot)
|
||||
{
|
||||
EditorGUILayout.LabelField("Pickup Data:", EditorStyles.boldLabel);
|
||||
_pickupData = (PickupItemData)EditorGUILayout.ObjectField("PickupItemData", _pickupData, typeof(PickupItemData), false);
|
||||
@@ -76,6 +86,7 @@ namespace Editor
|
||||
PrefabEditorUtility.DrawScriptableObjectEditor(ref _soEditor, _pickupData);
|
||||
}
|
||||
}
|
||||
// Objective Data
|
||||
if (_addObjective)
|
||||
{
|
||||
EditorGUILayout.LabelField("Objective Data:", EditorStyles.boldLabel);
|
||||
@@ -99,12 +110,15 @@ namespace Editor
|
||||
}
|
||||
}
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUI.enabled = !string.IsNullOrEmpty(_prefabName) && !string.IsNullOrEmpty(_saveFolderPath);
|
||||
if (GUILayout.Button("Create Prefab"))
|
||||
if (GUILayout.Button("Create Prefab", GUILayout.Height(28)))
|
||||
{
|
||||
CreatePrefab();
|
||||
}
|
||||
_createNext = GUILayout.Toggle(_createNext, "Create Next", GUILayout.Width(100), GUILayout.Height(28));
|
||||
GUI.enabled = true;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void CreatePrefab()
|
||||
@@ -116,18 +130,15 @@ namespace Editor
|
||||
if (interactableLayer != -1)
|
||||
go.layer = interactableLayer;
|
||||
go.AddComponent<SpriteRenderer>();
|
||||
if (_addPickup)
|
||||
if (_itemType == ItemType.Pickup)
|
||||
{
|
||||
var pickup = go.AddComponent<Pickup>();
|
||||
pickup.itemData = _pickupData;
|
||||
}
|
||||
if (_addCombineWith)
|
||||
else if (_itemType == ItemType.ItemSlot)
|
||||
{
|
||||
go.AddComponent<CombineWithBehavior>();
|
||||
}
|
||||
if (_addSlot)
|
||||
{
|
||||
go.AddComponent<SlotItemBehavior>();
|
||||
var slot = go.AddComponent<ItemSlot>();
|
||||
slot.itemData = _pickupData;
|
||||
}
|
||||
if (_addObjective)
|
||||
{
|
||||
@@ -135,10 +146,23 @@ namespace Editor
|
||||
obj.stepData = _objectiveData;
|
||||
}
|
||||
string prefabPath = Path.Combine(_saveFolderPath, _prefabName + ".prefab").Replace("\\", "/");
|
||||
PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
|
||||
var prefab = PrefabUtility.SaveAsPrefabAsset(go, prefabPath);
|
||||
DestroyImmediate(go);
|
||||
AssetDatabase.Refresh();
|
||||
Selection.activeObject = prefab;
|
||||
EditorGUIUtility.PingObject(prefab);
|
||||
EditorUtility.DisplayDialog("Prefab Created", $"Prefab saved to {prefabPath}", "OK");
|
||||
if (_createNext)
|
||||
{
|
||||
_prefabName = "NewPrefab";
|
||||
_pickupData = null;
|
||||
_objectiveData = null;
|
||||
_itemType = ItemType.None;
|
||||
_addObjective = false;
|
||||
_soEditor = null;
|
||||
GUI.FocusControl(null);
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
776
Assets/Editor/PrefabVariantGeneratorWindow.cs
Normal file
776
Assets/Editor/PrefabVariantGeneratorWindow.cs
Normal file
@@ -0,0 +1,776 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace Editor
|
||||
{
|
||||
public class PrefabVariantGeneratorWindow : EditorWindow
|
||||
{
|
||||
// Renderer configuration class to track sprite renderers and their assigned sprites
|
||||
[System.Serializable]
|
||||
private class RendererConfig
|
||||
{
|
||||
public string Path; // Hierarchy path to the renderer
|
||||
public string Name; // Display name for the renderer
|
||||
public SpriteRenderer Renderer; // Reference to the actual renderer
|
||||
public Sprite CurrentSprite; // Current sprite in the renderer
|
||||
public List<Sprite> AssignedSprites = new List<Sprite>(); // Sprites to use for variants
|
||||
public bool Enabled = true; // Whether to include in variant generation
|
||||
public bool Expanded = true; // UI expanded state
|
||||
public Vector2 ScrollPosition; // Scroll position for sprite list
|
||||
}
|
||||
|
||||
// Main fields
|
||||
private GameObject sourcePrefab;
|
||||
private GameObject previousSourcePrefab;
|
||||
private List<RendererConfig> detectedRenderers = new List<RendererConfig>();
|
||||
private Vector2 mainScrollPosition;
|
||||
private string variantSaveFolder = "Assets/Prefabs/Variants";
|
||||
private string namingPattern = "{0}_{1}"; // Default: {0} = prefab name, {1} = first renderer sprite
|
||||
private bool userChangedSavePath = false;
|
||||
private int estimatedVariantCount = 0;
|
||||
private int maxSafeVariantCount = 100; // Warn above this number
|
||||
private GUIStyle boldFoldoutStyle;
|
||||
private bool showDefaultHelp = true;
|
||||
|
||||
// Editor window setup
|
||||
[MenuItem("Tools/Sprite Variant Generator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<PrefabVariantGeneratorWindow>("Prefab Variant Generator");
|
||||
window.minSize = new Vector2(500, 600);
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Initialize styles on enable to avoid null reference issues
|
||||
boldFoldoutStyle = new GUIStyle(EditorStyles.foldout)
|
||||
{
|
||||
fontStyle = FontStyle.Bold
|
||||
};
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
// Initialize styles if needed
|
||||
if (boldFoldoutStyle == null)
|
||||
{
|
||||
boldFoldoutStyle = new GUIStyle(EditorStyles.foldout)
|
||||
{
|
||||
fontStyle = FontStyle.Bold
|
||||
};
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Prefab Variant Generator", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Create multiple prefab variants with different sprites assigned to renderers.", MessageType.Info);
|
||||
|
||||
mainScrollPosition = EditorGUILayout.BeginScrollView(mainScrollPosition);
|
||||
|
||||
// Source Prefab Selection
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Step 1: Select Source Prefab", EditorStyles.boldLabel);
|
||||
|
||||
// Store previous selection to detect changes
|
||||
GameObject newSourcePrefab = (GameObject)EditorGUILayout.ObjectField("Source Prefab", sourcePrefab, typeof(GameObject), false);
|
||||
|
||||
// Check if prefab selection changed
|
||||
if (newSourcePrefab != previousSourcePrefab)
|
||||
{
|
||||
sourcePrefab = newSourcePrefab;
|
||||
previousSourcePrefab = newSourcePrefab;
|
||||
|
||||
// Auto-set save folder to match source prefab's directory if a valid prefab is selected
|
||||
if (sourcePrefab != null && !userChangedSavePath)
|
||||
{
|
||||
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
|
||||
}
|
||||
}
|
||||
|
||||
// Find sprite renderers in the prefab
|
||||
FindRenderersInPrefab();
|
||||
|
||||
// Clear default help once a prefab is selected
|
||||
if (sourcePrefab != null)
|
||||
{
|
||||
showDefaultHelp = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Warn if not a prefab
|
||||
if (sourcePrefab != null && !PrefabUtility.IsPartOfPrefabAsset(sourcePrefab) && !PrefabUtility.IsPartOfPrefabInstance(sourcePrefab))
|
||||
{
|
||||
EditorGUILayout.HelpBox("Please select a prefab asset.", MessageType.Warning);
|
||||
}
|
||||
|
||||
// Display default help if no prefab selected
|
||||
if (showDefaultHelp && sourcePrefab == null)
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"This tool lets you create prefab variants with different sprites.\n\n" +
|
||||
"1. Select a source prefab\n" +
|
||||
"2. Assign sprites to each detected sprite renderer\n" +
|
||||
"3. Generate all combinations as prefab variants",
|
||||
MessageType.Info
|
||||
);
|
||||
}
|
||||
|
||||
// Only show the rest if a valid prefab is selected
|
||||
if (sourcePrefab != null)
|
||||
{
|
||||
// Renderer sections
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Step 2: Configure Sprite Renderers", EditorStyles.boldLabel);
|
||||
|
||||
if (detectedRenderers.Count == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No sprite renderers found in prefab. A new renderer will be created.", MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox($"{detectedRenderers.Count} sprite renderer{(detectedRenderers.Count > 1 ? "s" : "")} found in prefab.", MessageType.Info);
|
||||
}
|
||||
|
||||
// Display each renderer configuration
|
||||
for (int i = 0; i < detectedRenderers.Count; i++)
|
||||
{
|
||||
DrawRendererSection(detectedRenderers[i], i);
|
||||
}
|
||||
|
||||
// Update estimated variant count
|
||||
UpdateVariantCount();
|
||||
|
||||
// Output settings
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("Step 3: Output Settings", EditorStyles.boldLabel);
|
||||
|
||||
// Save folder
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Save Folder");
|
||||
EditorGUILayout.SelectableLabel(variantSaveFolder, EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
|
||||
if (GUILayout.Button("Select...", GUILayout.Width(80)))
|
||||
{
|
||||
string newFolder = PrefabEditorUtility.SelectFolder(variantSaveFolder, "Prefabs/Variants");
|
||||
if (newFolder != variantSaveFolder)
|
||||
{
|
||||
variantSaveFolder = newFolder;
|
||||
userChangedSavePath = true; // Mark that user manually changed the path
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Add a reset button if user changed the path and a valid prefab is selected
|
||||
if (userChangedSavePath && sourcePrefab != null)
|
||||
{
|
||||
string prefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
|
||||
if (!string.IsNullOrEmpty(prefabPath))
|
||||
{
|
||||
if (GUILayout.Button("Reset Path to Prefab Directory"))
|
||||
{
|
||||
variantSaveFolder = Path.GetDirectoryName(prefabPath).Replace("\\", "/");
|
||||
userChangedSavePath = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Naming pattern field
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PrefixLabel("Naming Pattern");
|
||||
namingPattern = EditorGUILayout.TextField(namingPattern);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Help text for naming pattern
|
||||
StringBuilder helpText = new StringBuilder("Naming placeholders:\n");
|
||||
helpText.AppendLine("{0} = Prefab name");
|
||||
for (int i = 0; i < detectedRenderers.Count; i++)
|
||||
{
|
||||
helpText.AppendLine($"{{{i+1}}} = {detectedRenderers[i].Name} sprite name");
|
||||
}
|
||||
EditorGUILayout.HelpBox(helpText.ToString(), MessageType.Info);
|
||||
|
||||
// Variant count display
|
||||
string variantCountText = $"Will generate {estimatedVariantCount} variant{(estimatedVariantCount != 1 ? "s" : "")}";
|
||||
if (estimatedVariantCount > maxSafeVariantCount)
|
||||
{
|
||||
EditorGUILayout.HelpBox($"Warning: {variantCountText}. This might take some time.", MessageType.Warning);
|
||||
}
|
||||
else if (estimatedVariantCount > 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox(variantCountText, MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("Please assign at least one sprite to each enabled renderer to generate variants.", MessageType.Warning);
|
||||
}
|
||||
|
||||
// Generate button
|
||||
EditorGUILayout.Space();
|
||||
GUI.enabled = estimatedVariantCount > 0;
|
||||
if (GUILayout.Button("Generate Prefab Variants", GUILayout.Height(30)))
|
||||
{
|
||||
// Show warning for large numbers of variants
|
||||
if (estimatedVariantCount > maxSafeVariantCount)
|
||||
{
|
||||
bool proceed = EditorUtility.DisplayDialog(
|
||||
"Generate Many Variants?",
|
||||
$"You are about to generate {estimatedVariantCount} prefab variants. This might take some time and use significant disk space. Continue?",
|
||||
"Generate",
|
||||
"Cancel"
|
||||
);
|
||||
|
||||
if (!proceed) return;
|
||||
}
|
||||
|
||||
GeneratePrefabVariants();
|
||||
}
|
||||
GUI.enabled = true;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawRendererSection(RendererConfig config, int index)
|
||||
{
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
// Expand/collapse button
|
||||
config.Expanded = EditorGUILayout.Foldout(config.Expanded, "", boldFoldoutStyle);
|
||||
|
||||
// Enable/disable toggle
|
||||
bool newEnabled = EditorGUILayout.Toggle(config.Enabled, GUILayout.Width(20));
|
||||
if (newEnabled != config.Enabled)
|
||||
{
|
||||
config.Enabled = newEnabled;
|
||||
UpdateVariantCount();
|
||||
}
|
||||
|
||||
// Renderer name/title
|
||||
EditorGUILayout.LabelField(config.Name, EditorStyles.boldLabel);
|
||||
|
||||
// Current sprite preview if available
|
||||
if (config.CurrentSprite != null)
|
||||
{
|
||||
GUILayout.Box(
|
||||
AssetPreview.GetAssetPreview(config.CurrentSprite),
|
||||
GUILayout.Width(40),
|
||||
GUILayout.Height(40)
|
||||
);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Only show contents if expanded
|
||||
if (config.Expanded)
|
||||
{
|
||||
// Path display
|
||||
if (!string.IsNullOrEmpty(config.Path))
|
||||
{
|
||||
EditorGUILayout.LabelField($"Path: {config.Path}", EditorStyles.miniLabel);
|
||||
}
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!config.Enabled);
|
||||
|
||||
// Sprite selection controls
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Drag and drop area for sprites
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.Height(60));
|
||||
EditorGUILayout.LabelField("Drag and drop sprites here", EditorStyles.centeredGreyMiniLabel);
|
||||
|
||||
Rect dropArea = GUILayoutUtility.GetRect(0, 40, GUILayout.ExpandWidth(true));
|
||||
HandleDragAndDrop(dropArea, config);
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
if (GUILayout.Button("Add Selected", GUILayout.Width(100), GUILayout.Height(60)))
|
||||
{
|
||||
AddSelectedSpritesToConfig(config);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (GUILayout.Button("Clear Sprites"))
|
||||
{
|
||||
config.AssignedSprites.Clear();
|
||||
UpdateVariantCount();
|
||||
}
|
||||
|
||||
// Display selected sprites
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField($"Selected Sprites ({config.AssignedSprites.Count}):", EditorStyles.miniBoldLabel);
|
||||
|
||||
// Sprite list
|
||||
config.ScrollPosition = EditorGUILayout.BeginScrollView(config.ScrollPosition, GUILayout.Height(120));
|
||||
for (int i = config.AssignedSprites.Count - 1; i >= 0; i--)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
config.AssignedSprites[i] = (Sprite)EditorGUILayout.ObjectField(
|
||||
config.AssignedSprites[i],
|
||||
typeof(Sprite),
|
||||
false,
|
||||
GUILayout.ExpandWidth(true)
|
||||
);
|
||||
|
||||
// Preview sprite
|
||||
if (config.AssignedSprites[i] != null)
|
||||
{
|
||||
GUILayout.Box(
|
||||
AssetPreview.GetAssetPreview(config.AssignedSprites[i]),
|
||||
GUILayout.Width(40),
|
||||
GUILayout.Height(40)
|
||||
);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove", GUILayout.Width(60)))
|
||||
{
|
||||
config.AssignedSprites.RemoveAt(i);
|
||||
UpdateVariantCount();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void HandleDragAndDrop(Rect dropArea, RendererConfig config)
|
||||
{
|
||||
Event evt = Event.current;
|
||||
switch (evt.type)
|
||||
{
|
||||
case EventType.DragUpdated:
|
||||
case EventType.DragPerform:
|
||||
if (!dropArea.Contains(evt.mousePosition))
|
||||
break;
|
||||
|
||||
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
|
||||
|
||||
if (evt.type == EventType.DragPerform)
|
||||
{
|
||||
DragAndDrop.AcceptDrag();
|
||||
bool added = false;
|
||||
|
||||
foreach (var draggedObject in DragAndDrop.objectReferences)
|
||||
{
|
||||
if (draggedObject is Sprite sprite)
|
||||
{
|
||||
if (!config.AssignedSprites.Contains(sprite))
|
||||
{
|
||||
config.AssignedSprites.Add(sprite);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
else if (draggedObject is Texture2D texture)
|
||||
{
|
||||
// Try to get sprites from texture
|
||||
string texturePath = AssetDatabase.GetAssetPath(texture);
|
||||
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
|
||||
.OfType<Sprite>()
|
||||
.ToArray();
|
||||
|
||||
foreach (var s in sprites)
|
||||
{
|
||||
if (!config.AssignedSprites.Contains(s))
|
||||
{
|
||||
config.AssignedSprites.Add(s);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (added)
|
||||
{
|
||||
UpdateVariantCount();
|
||||
}
|
||||
|
||||
evt.Use();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void AddSelectedSpritesToConfig(RendererConfig config)
|
||||
{
|
||||
var selectedObjects = Selection.objects;
|
||||
bool added = false;
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj is Sprite sprite)
|
||||
{
|
||||
if (!config.AssignedSprites.Contains(sprite))
|
||||
{
|
||||
config.AssignedSprites.Add(sprite);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
else if (obj is Texture2D texture)
|
||||
{
|
||||
// Try to get sprites from texture
|
||||
string texturePath = AssetDatabase.GetAssetPath(texture);
|
||||
var sprites = AssetDatabase.LoadAllAssetsAtPath(texturePath)
|
||||
.OfType<Sprite>()
|
||||
.ToArray();
|
||||
|
||||
foreach (var s in sprites)
|
||||
{
|
||||
if (!config.AssignedSprites.Contains(s))
|
||||
{
|
||||
config.AssignedSprites.Add(s);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (added)
|
||||
{
|
||||
UpdateVariantCount();
|
||||
}
|
||||
}
|
||||
|
||||
private void FindRenderersInPrefab()
|
||||
{
|
||||
detectedRenderers.Clear();
|
||||
|
||||
if (sourcePrefab == null) return;
|
||||
|
||||
// Get all renderers in prefab (including children)
|
||||
GameObject instance = null;
|
||||
|
||||
try
|
||||
{
|
||||
instance = (GameObject)PrefabUtility.InstantiatePrefab(sourcePrefab);
|
||||
SpriteRenderer[] renderers = instance.GetComponentsInChildren<SpriteRenderer>(true);
|
||||
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
{
|
||||
var renderer = renderers[i];
|
||||
string path = GetRelativePath(instance.transform, renderer.transform);
|
||||
string name = renderer.gameObject.name;
|
||||
|
||||
// For root object, use "Main"
|
||||
if (string.IsNullOrEmpty(path))
|
||||
{
|
||||
name = "Main";
|
||||
}
|
||||
// For objects with the same name, add index
|
||||
else if (renderers.Count(r => r.gameObject.name == renderer.gameObject.name) > 1)
|
||||
{
|
||||
name = $"{name} ({i+1})";
|
||||
}
|
||||
|
||||
detectedRenderers.Add(new RendererConfig
|
||||
{
|
||||
Path = path,
|
||||
Name = name,
|
||||
Renderer = renderer,
|
||||
CurrentSprite = renderer.sprite,
|
||||
AssignedSprites = renderer.sprite != null ?
|
||||
new List<Sprite> { renderer.sprite } :
|
||||
new List<Sprite>()
|
||||
});
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (instance != null)
|
||||
DestroyImmediate(instance);
|
||||
}
|
||||
|
||||
// If no renderers found, create a default entry
|
||||
if (detectedRenderers.Count == 0)
|
||||
{
|
||||
detectedRenderers.Add(new RendererConfig
|
||||
{
|
||||
Path = "",
|
||||
Name = "Main",
|
||||
Renderer = null,
|
||||
CurrentSprite = null,
|
||||
AssignedSprites = new List<Sprite>()
|
||||
});
|
||||
}
|
||||
|
||||
UpdateVariantCount();
|
||||
}
|
||||
|
||||
private string GetRelativePath(Transform root, Transform target)
|
||||
{
|
||||
if (target == root) return "";
|
||||
|
||||
string path = target.name;
|
||||
Transform parent = target.parent;
|
||||
|
||||
while (parent != null && parent != root)
|
||||
{
|
||||
path = parent.name + "/" + path;
|
||||
parent = parent.parent;
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
private void UpdateVariantCount()
|
||||
{
|
||||
// Calculate estimated variants
|
||||
estimatedVariantCount = 0;
|
||||
|
||||
// Get only enabled renderers with at least one sprite
|
||||
var enabledConfigs = detectedRenderers
|
||||
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
|
||||
.ToList();
|
||||
|
||||
if (enabledConfigs.Count > 0)
|
||||
{
|
||||
// Start with count of first renderer's sprites
|
||||
estimatedVariantCount = enabledConfigs[0].AssignedSprites.Count;
|
||||
|
||||
// Multiply by subsequent renderers' sprite counts
|
||||
for (int i = 1; i < enabledConfigs.Count; i++)
|
||||
{
|
||||
estimatedVariantCount *= enabledConfigs[i].AssignedSprites.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private List<List<Sprite>> GenerateAllCombinations()
|
||||
{
|
||||
var enabledConfigs = detectedRenderers
|
||||
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
|
||||
.ToList();
|
||||
|
||||
if (enabledConfigs.Count == 0)
|
||||
return new List<List<Sprite>>();
|
||||
|
||||
// Initialize with first renderer's sprites
|
||||
var combinations = enabledConfigs[0].AssignedSprites
|
||||
.Select(s => new List<Sprite> { s })
|
||||
.ToList();
|
||||
|
||||
// Add each subsequent renderer's sprites
|
||||
for (int i = 1; i < enabledConfigs.Count; i++)
|
||||
{
|
||||
var newCombinations = new List<List<Sprite>>();
|
||||
foreach (var combo in combinations)
|
||||
{
|
||||
foreach (var sprite in enabledConfigs[i].AssignedSprites)
|
||||
{
|
||||
var newCombo = new List<Sprite>(combo) { sprite };
|
||||
newCombinations.Add(newCombo);
|
||||
}
|
||||
}
|
||||
combinations = newCombinations;
|
||||
}
|
||||
|
||||
return combinations;
|
||||
}
|
||||
|
||||
private void GeneratePrefabVariants()
|
||||
{
|
||||
if (sourcePrefab == null)
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Please select a source prefab.", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get enabled renderer configurations
|
||||
var enabledConfigs = detectedRenderers
|
||||
.Where(r => r.Enabled && r.AssignedSprites.Count > 0)
|
||||
.ToList();
|
||||
|
||||
if (enabledConfigs.Count == 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Please assign at least one sprite to a renderer.", "OK");
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensure the save folder exists
|
||||
EnsureFolderExists(variantSaveFolder);
|
||||
|
||||
// Generate all sprite combinations
|
||||
var combinations = GenerateAllCombinations();
|
||||
|
||||
string sourcePrefabPath = AssetDatabase.GetAssetPath(sourcePrefab);
|
||||
string prefabName = Path.GetFileNameWithoutExtension(sourcePrefabPath);
|
||||
int successCount = 0;
|
||||
|
||||
// Show progress bar
|
||||
EditorUtility.DisplayProgressBar("Generating Prefab Variants", "Preparing...", 0f);
|
||||
|
||||
try
|
||||
{
|
||||
// For each combination, create a prefab variant
|
||||
for (int i = 0; i < combinations.Count; i++)
|
||||
{
|
||||
// Update progress
|
||||
if (i % 5 == 0 || i == combinations.Count - 1)
|
||||
{
|
||||
float progress = (float)i / combinations.Count;
|
||||
if (EditorUtility.DisplayCancelableProgressBar(
|
||||
"Generating Prefab Variants",
|
||||
$"Creating variant {i+1} of {combinations.Count}",
|
||||
progress))
|
||||
{
|
||||
// User canceled
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var combination = combinations[i];
|
||||
|
||||
// Generate variant name
|
||||
string variantName = prefabName;
|
||||
string[] spriteNames = new string[combination.Count];
|
||||
|
||||
for (int j = 0; j < combination.Count; j++)
|
||||
{
|
||||
spriteNames[j] = combination[j].name;
|
||||
}
|
||||
|
||||
// Format with the naming pattern
|
||||
object[] formatArgs = new object[spriteNames.Length + 1];
|
||||
formatArgs[0] = prefabName;
|
||||
for (int j = 0; j < spriteNames.Length; j++)
|
||||
{
|
||||
formatArgs[j + 1] = spriteNames[j];
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
variantName = string.Format(namingPattern, formatArgs);
|
||||
}
|
||||
catch (System.FormatException)
|
||||
{
|
||||
// Fallback if format fails
|
||||
variantName = $"{prefabName}_{string.Join("_", spriteNames)}";
|
||||
}
|
||||
|
||||
variantName = PrefabEditorUtility.SanitizeFileName(variantName);
|
||||
string variantPath = Path.Combine(variantSaveFolder, variantName + ".prefab").Replace("\\", "/");
|
||||
|
||||
// Create the prefab variant
|
||||
GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(sourcePrefab);
|
||||
|
||||
try
|
||||
{
|
||||
// Apply sprites to renderers
|
||||
for (int j = 0; j < enabledConfigs.Count; j++)
|
||||
{
|
||||
SpriteRenderer renderer = null;
|
||||
|
||||
// Find the corresponding renderer in the instance
|
||||
if (string.IsNullOrEmpty(enabledConfigs[j].Path))
|
||||
{
|
||||
// Root object
|
||||
renderer = prefabInstance.GetComponent<SpriteRenderer>();
|
||||
if (renderer == null)
|
||||
{
|
||||
renderer = prefabInstance.AddComponent<SpriteRenderer>();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Child object
|
||||
Transform child = prefabInstance.transform.Find(enabledConfigs[j].Path);
|
||||
if (child != null)
|
||||
{
|
||||
renderer = child.GetComponent<SpriteRenderer>();
|
||||
}
|
||||
}
|
||||
|
||||
// Apply sprite if renderer was found
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.sprite = combination[j];
|
||||
}
|
||||
}
|
||||
|
||||
// Create the prefab variant
|
||||
GameObject prefabVariant = PrefabUtility.SaveAsPrefabAsset(prefabInstance, variantPath);
|
||||
|
||||
if (prefabVariant != null)
|
||||
{
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError($"Error creating prefab variant: {e.Message}");
|
||||
}
|
||||
finally
|
||||
{
|
||||
// Clean up the instance
|
||||
DestroyImmediate(prefabInstance);
|
||||
}
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
if (successCount > 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog(
|
||||
"Prefab Variants Created",
|
||||
$"Successfully created {successCount} prefab variants in {variantSaveFolder}.",
|
||||
"OK"
|
||||
);
|
||||
|
||||
// Open the folder in Project view
|
||||
var folderObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(variantSaveFolder);
|
||||
if (folderObject != null)
|
||||
{
|
||||
Selection.activeObject = folderObject;
|
||||
EditorGUIUtility.PingObject(folderObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorUtility.DisplayDialog(
|
||||
"Prefab Variants",
|
||||
"No prefab variants were created. Please check the console for errors.",
|
||||
"OK"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureFolderExists(string folderPath)
|
||||
{
|
||||
if (!AssetDatabase.IsValidFolder(folderPath))
|
||||
{
|
||||
string[] folderParts = folderPath.Split('/');
|
||||
string currentPath = folderParts[0];
|
||||
|
||||
for (int i = 1; i < folderParts.Length; i++)
|
||||
{
|
||||
string folderName = folderParts[i];
|
||||
string newPath = Path.Combine(currentPath, folderName);
|
||||
|
||||
if (!AssetDatabase.IsValidFolder(newPath))
|
||||
{
|
||||
AssetDatabase.CreateFolder(currentPath, folderName);
|
||||
}
|
||||
|
||||
currentPath = newPath;
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/PrefabVariantGeneratorWindow.cs.meta
Normal file
3
Assets/Editor/PrefabVariantGeneratorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7b49d63944914b3b87e5f6112aee72ca
|
||||
timeCreated: 1758278821
|
||||
123
Assets/Editor/SceneBrowserWindow.cs
Normal file
123
Assets/Editor/SceneBrowserWindow.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
public class SceneBrowserWindow : EditorWindow
|
||||
{
|
||||
private class SceneInfo
|
||||
{
|
||||
public string path;
|
||||
public string name;
|
||||
public string folder;
|
||||
public bool inBuildSettings;
|
||||
}
|
||||
|
||||
private Vector2 _scroll;
|
||||
private List<SceneInfo> _scenes = new List<SceneInfo>();
|
||||
private Dictionary<string, List<SceneInfo>> _scenesByFolder = new Dictionary<string, List<SceneInfo>>();
|
||||
|
||||
[MenuItem("Tools/Scene Browser")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
var window = GetWindow<SceneBrowserWindow>(false, "Scene Browser", true);
|
||||
window.RefreshScenes();
|
||||
}
|
||||
|
||||
private void OnFocus()
|
||||
{
|
||||
RefreshScenes();
|
||||
}
|
||||
|
||||
private void RefreshScenes()
|
||||
{
|
||||
_scenes.Clear();
|
||||
_scenesByFolder.Clear();
|
||||
string[] guids = AssetDatabase.FindAssets("t:Scene", new[] { "Assets/Scenes" });
|
||||
var buildScenes = EditorBuildSettings.scenes.Select(s => s.path).ToHashSet();
|
||||
foreach (var guid in guids)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guid);
|
||||
string name = Path.GetFileNameWithoutExtension(path);
|
||||
string folder = Path.GetDirectoryName(path).Replace("\\", "/");
|
||||
if (folder == "Assets/Scenes") folder = "";
|
||||
var info = new SceneInfo
|
||||
{
|
||||
path = path,
|
||||
name = name,
|
||||
folder = folder,
|
||||
inBuildSettings = buildScenes.Contains(path)
|
||||
};
|
||||
_scenes.Add(info);
|
||||
if (!_scenesByFolder.ContainsKey(folder))
|
||||
_scenesByFolder[folder] = new List<SceneInfo>();
|
||||
_scenesByFolder[folder].Add(info);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (GUILayout.Button("Refresh"))
|
||||
RefreshScenes();
|
||||
_scroll = EditorGUILayout.BeginScrollView(_scroll);
|
||||
// Top-level scenes
|
||||
if (_scenesByFolder.ContainsKey(""))
|
||||
{
|
||||
foreach (var scene in _scenesByFolder[""])
|
||||
DrawSceneRow(scene);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
// Subfolders
|
||||
foreach (var kvp in _scenesByFolder)
|
||||
{
|
||||
if (string.IsNullOrEmpty(kvp.Key)) continue;
|
||||
EditorGUILayout.LabelField(kvp.Key, EditorStyles.boldLabel);
|
||||
foreach (var scene in kvp.Value)
|
||||
DrawSceneRow(scene);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawSceneRow(SceneInfo scene)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(scene.name, GUILayout.Width(180));
|
||||
if (GUILayout.Button("Open", GUILayout.Width(50)))
|
||||
{
|
||||
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
|
||||
EditorSceneManager.OpenScene(scene.path);
|
||||
}
|
||||
if (GUILayout.Button("Locate", GUILayout.Width(50)))
|
||||
{
|
||||
var obj = AssetDatabase.LoadAssetAtPath<SceneAsset>(scene.path);
|
||||
EditorGUIUtility.PingObject(obj);
|
||||
}
|
||||
bool inBuild = scene.inBuildSettings;
|
||||
bool newInBuild = GUILayout.Toggle(inBuild, "In Build", GUILayout.Width(70));
|
||||
if (newInBuild != inBuild)
|
||||
{
|
||||
ToggleSceneInBuildSettings(scene.path, newInBuild);
|
||||
scene.inBuildSettings = newInBuild;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void ToggleSceneInBuildSettings(string path, bool add)
|
||||
{
|
||||
var scenes = EditorBuildSettings.scenes.ToList();
|
||||
if (add)
|
||||
{
|
||||
if (!scenes.Any(s => s.path == path))
|
||||
scenes.Add(new EditorBuildSettingsScene(path, true));
|
||||
}
|
||||
else
|
||||
{
|
||||
scenes = scenes.Where(s => s.path != path).ToList();
|
||||
}
|
||||
EditorBuildSettings.scenes = scenes.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
3
Assets/Editor/SceneBrowserWindow.cs.meta
Normal file
3
Assets/Editor/SceneBrowserWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bda5b0c96582450e94a8b332f86c726d
|
||||
timeCreated: 1757596929
|
||||
@@ -3,6 +3,8 @@ using UnityEngine;
|
||||
using UnityEditor.SceneManagement;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Interactions;
|
||||
using PuzzleS;
|
||||
|
||||
public class SceneObjectLocatorWindow : EditorWindow
|
||||
{
|
||||
@@ -43,12 +45,10 @@ public class SceneObjectLocatorWindow : EditorWindow
|
||||
foreach (var pickup in pickups)
|
||||
{
|
||||
var go = pickup.gameObject;
|
||||
bool hasCombine = go.GetComponent<CombineWithBehavior>() != null;
|
||||
bool hasSlot = go.GetComponent<SlotItemBehavior>() != null;
|
||||
bool hasSlot = go.GetComponent<ItemSlot>() != null;
|
||||
pickupInfos.Add(new PickupInfo
|
||||
{
|
||||
pickup = pickup,
|
||||
hasCombine = hasCombine,
|
||||
hasSlot = hasSlot
|
||||
});
|
||||
}
|
||||
|
||||
3
Assets/Editor/Utilities.meta
Normal file
3
Assets/Editor/Utilities.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b28cee1553b4a15aa1c3be950983fee
|
||||
timeCreated: 1758016486
|
||||
227
Assets/Editor/Utilities/BatchComponentAdder.cs
Normal file
227
Assets/Editor/Utilities/BatchComponentAdder.cs
Normal file
@@ -0,0 +1,227 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor.Utilities
|
||||
{
|
||||
public class BatchComponentAdder : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private List<GameObject> selectedPrefabs = new List<GameObject>();
|
||||
private string searchText = "";
|
||||
private List<Type> availableComponentTypes = new List<Type>();
|
||||
private List<Type> filteredComponentTypes = new List<Type>();
|
||||
private int selectedComponentIndex = -1;
|
||||
private bool showScriptsOnly = true;
|
||||
private bool showBuiltInComponents = false;
|
||||
|
||||
[MenuItem("Tools/Batch Component Adder")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<BatchComponentAdder>("Batch Component Adder");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Get all component types when the window is opened
|
||||
RefreshComponentTypes();
|
||||
}
|
||||
|
||||
private void RefreshComponentTypes()
|
||||
{
|
||||
// Get all types that derive from Component
|
||||
availableComponentTypes = AppDomain.CurrentDomain.GetAssemblies()
|
||||
.SelectMany(assembly => assembly.GetTypes())
|
||||
.Where(type => type.IsSubclassOf(typeof(Component)) && !type.IsAbstract)
|
||||
.OrderBy(type => type.Name)
|
||||
.ToList();
|
||||
|
||||
// Apply initial filtering
|
||||
FilterComponentTypes();
|
||||
}
|
||||
|
||||
private void FilterComponentTypes()
|
||||
{
|
||||
filteredComponentTypes = availableComponentTypes
|
||||
.Where(type => {
|
||||
if (!showBuiltInComponents && type.Namespace != null && type.Namespace.StartsWith("UnityEngine"))
|
||||
return false;
|
||||
|
||||
if (showScriptsOnly && type.Namespace != null && type.Namespace.StartsWith("UnityEngine"))
|
||||
return false;
|
||||
|
||||
if (!string.IsNullOrEmpty(searchText))
|
||||
return type.Name.ToLower().Contains(searchText.ToLower());
|
||||
|
||||
return true;
|
||||
})
|
||||
.ToList();
|
||||
|
||||
// Reset selection if it's no longer valid
|
||||
if (selectedComponentIndex >= filteredComponentTypes.Count)
|
||||
selectedComponentIndex = -1;
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUILayout.LabelField("Batch Component Adder", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Select multiple prefabs, choose a component type, and add it to the root of all selected prefabs.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Prefab selection section
|
||||
EditorGUILayout.LabelField("Selected Prefabs", EditorStyles.boldLabel);
|
||||
|
||||
if (GUILayout.Button("Add Selected Assets"))
|
||||
{
|
||||
AddSelectedAssets();
|
||||
}
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
|
||||
|
||||
for (int i = 0; i < selectedPrefabs.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
selectedPrefabs[i] = (GameObject)EditorGUILayout.ObjectField(selectedPrefabs[i], typeof(GameObject), false);
|
||||
|
||||
if (GUILayout.Button("X", GUILayout.Width(20)))
|
||||
{
|
||||
selectedPrefabs.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
if (GUILayout.Button("Clear All"))
|
||||
{
|
||||
selectedPrefabs.Clear();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Component selection section
|
||||
EditorGUILayout.LabelField("Component to Add", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
showScriptsOnly = EditorGUILayout.Toggle("Scripts Only", showScriptsOnly);
|
||||
showBuiltInComponents = EditorGUILayout.Toggle("Show Built-in Components", showBuiltInComponents);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
string newSearchText = EditorGUILayout.TextField("Search", searchText);
|
||||
if (newSearchText != searchText)
|
||||
{
|
||||
searchText = newSearchText;
|
||||
FilterComponentTypes();
|
||||
}
|
||||
|
||||
string[] componentNames = filteredComponentTypes.Select(t => t.Name).ToArray();
|
||||
|
||||
selectedComponentIndex = EditorGUILayout.Popup("Component Type", selectedComponentIndex, componentNames);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Validate and add the component
|
||||
GUI.enabled = selectedPrefabs.Count > 0 && selectedComponentIndex >= 0 && selectedComponentIndex < filteredComponentTypes.Count;
|
||||
|
||||
if (GUILayout.Button("Add Component to Prefabs"))
|
||||
{
|
||||
AddComponentToPrefabs();
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
private void AddSelectedAssets()
|
||||
{
|
||||
UnityEngine.Object[] selectedObjects = Selection.objects;
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj is GameObject go)
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(go);
|
||||
if (!string.IsNullOrEmpty(path) && path.EndsWith(".prefab"))
|
||||
{
|
||||
if (!selectedPrefabs.Contains(go))
|
||||
{
|
||||
selectedPrefabs.Add(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AddComponentToPrefabs()
|
||||
{
|
||||
if (selectedComponentIndex < 0 || selectedComponentIndex >= filteredComponentTypes.Count)
|
||||
return;
|
||||
|
||||
Type componentType = filteredComponentTypes[selectedComponentIndex];
|
||||
int successCount = 0;
|
||||
List<string> failedPrefabs = new List<string>();
|
||||
|
||||
// For undo operations
|
||||
Undo.RecordObjects(selectedPrefabs.ToArray(), "Add Component To Prefabs");
|
||||
|
||||
foreach (GameObject prefab in selectedPrefabs)
|
||||
{
|
||||
// Skip null entries
|
||||
if (prefab == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
// Open the prefab for editing
|
||||
string prefabPath = AssetDatabase.GetAssetPath(prefab);
|
||||
GameObject prefabRoot = PrefabUtility.LoadPrefabContents(prefabPath);
|
||||
|
||||
// Check if the component already exists
|
||||
if (prefabRoot.GetComponent(componentType) == null)
|
||||
{
|
||||
// Add the component
|
||||
prefabRoot.AddComponent(componentType);
|
||||
|
||||
// Save the prefab
|
||||
PrefabUtility.SaveAsPrefabAsset(prefabRoot, prefabPath);
|
||||
successCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
failedPrefabs.Add($"{prefab.name} (already has component)");
|
||||
}
|
||||
|
||||
// Unload the prefab
|
||||
PrefabUtility.UnloadPrefabContents(prefabRoot);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"Error adding component to {prefab.name}: {e.Message}");
|
||||
failedPrefabs.Add($"{prefab.name} (error)");
|
||||
}
|
||||
}
|
||||
|
||||
// Show results
|
||||
if (successCount > 0)
|
||||
{
|
||||
Debug.Log($"Successfully added {componentType.Name} to {successCount} prefabs.");
|
||||
}
|
||||
|
||||
if (failedPrefabs.Count > 0)
|
||||
{
|
||||
Debug.LogWarning($"Failed to add component to {failedPrefabs.Count} prefabs: {string.Join(", ", failedPrefabs)}");
|
||||
}
|
||||
|
||||
// Refresh the asset database to show changes
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Utilities/BatchComponentAdder.cs.meta
Normal file
3
Assets/Editor/Utilities/BatchComponentAdder.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34bcaf56206d4ec29cfa108c96622c37
|
||||
timeCreated: 1758027437
|
||||
217
Assets/Editor/Utilities/ComponentTransferWindow.cs
Normal file
217
Assets/Editor/Utilities/ComponentTransferWindow.cs
Normal file
@@ -0,0 +1,217 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditorInternal;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor.Utilities
|
||||
{
|
||||
public class ComponentTransferWindow : EditorWindow
|
||||
{
|
||||
private GameObject sourceGameObject;
|
||||
private GameObject targetGameObject;
|
||||
private Vector2 scrollPosition;
|
||||
private Dictionary<Component, bool> componentSelections = new Dictionary<Component, bool>();
|
||||
private bool selectAll = false;
|
||||
|
||||
[MenuItem("Tools/Component Transfer Tool")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
ComponentTransferWindow window = GetWindow<ComponentTransferWindow>("Component Transfer");
|
||||
window.minSize = new Vector2(400, 300);
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
GUILayout.Label("Component Transfer Tool", EditorStyles.boldLabel);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
DrawGameObjectSelectors();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (sourceGameObject != null)
|
||||
{
|
||||
DrawComponentSelectionArea();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
DrawOperationButtons();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawGameObjectSelectors()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
GameObject newSource = EditorGUILayout.ObjectField("Source GameObject", sourceGameObject, typeof(GameObject), true) as GameObject;
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
if (newSource != sourceGameObject)
|
||||
{
|
||||
sourceGameObject = newSource;
|
||||
RefreshComponentList();
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
targetGameObject = EditorGUILayout.ObjectField("Target GameObject", targetGameObject, typeof(GameObject), true) as GameObject;
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Error validation
|
||||
if (sourceGameObject == targetGameObject && sourceGameObject != null)
|
||||
{
|
||||
EditorGUILayout.HelpBox("Source and target cannot be the same GameObject.", MessageType.Error);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawComponentSelectionArea()
|
||||
{
|
||||
if (componentSelections.Count == 0)
|
||||
{
|
||||
EditorGUILayout.LabelField("No components found on source GameObject.");
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Select Components to Transfer:", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
bool newSelectAll = EditorGUILayout.ToggleLeft("Select All", selectAll);
|
||||
if (EditorGUI.EndChangeCheck() && newSelectAll != selectAll)
|
||||
{
|
||||
selectAll = newSelectAll;
|
||||
foreach (var key in componentSelections.Keys.ToArray())
|
||||
{
|
||||
componentSelections[key] = selectAll;
|
||||
}
|
||||
}
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
foreach (var kvp in componentSelections.ToArray())
|
||||
{
|
||||
Component component = kvp.Key;
|
||||
if (component != null)
|
||||
{
|
||||
string componentName = component.GetType().Name;
|
||||
componentSelections[component] = EditorGUILayout.ToggleLeft(componentName, componentSelections[component]);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
|
||||
private void DrawOperationButtons()
|
||||
{
|
||||
bool isValid = sourceGameObject != null && targetGameObject != null && sourceGameObject != targetGameObject;
|
||||
bool hasSelection = HasSelectedComponents();
|
||||
|
||||
EditorGUI.BeginDisabledGroup(!isValid || !hasSelection);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Copy Components"))
|
||||
{
|
||||
CopyComponents(false);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Move Components"))
|
||||
{
|
||||
CopyComponents(true);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
}
|
||||
|
||||
private void RefreshComponentList()
|
||||
{
|
||||
componentSelections.Clear();
|
||||
|
||||
if (sourceGameObject != null)
|
||||
{
|
||||
Component[] components = sourceGameObject.GetComponents<Component>();
|
||||
|
||||
foreach (Component component in components)
|
||||
{
|
||||
// Skip Transform component as it's required and should not be transferred
|
||||
if (component is Transform)
|
||||
continue;
|
||||
|
||||
componentSelections.Add(component, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool HasSelectedComponents()
|
||||
{
|
||||
foreach (bool selected in componentSelections.Values)
|
||||
{
|
||||
if (selected)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void CopyComponents(bool moveInsteadOfCopy)
|
||||
{
|
||||
if (sourceGameObject == null || targetGameObject == null)
|
||||
return;
|
||||
|
||||
Undo.RegisterCompleteObjectUndo(targetGameObject, moveInsteadOfCopy ? "Move Components" : "Copy Components");
|
||||
if (moveInsteadOfCopy)
|
||||
{
|
||||
Undo.RegisterCompleteObjectUndo(sourceGameObject, "Move Components (Source)");
|
||||
}
|
||||
|
||||
// Store references to components that need to be destroyed after copying
|
||||
List<Component> componentsToDestroy = new List<Component>();
|
||||
|
||||
// Copy each selected component
|
||||
foreach (var kvp in componentSelections)
|
||||
{
|
||||
if (kvp.Value) // If component is selected
|
||||
{
|
||||
Component sourceComponent = kvp.Key;
|
||||
|
||||
if (sourceComponent != null)
|
||||
{
|
||||
// Skip Transform component as it's required
|
||||
if (sourceComponent is Transform)
|
||||
continue;
|
||||
|
||||
// Add the component of the same type to the target
|
||||
ComponentUtility.CopyComponent(sourceComponent);
|
||||
ComponentUtility.PasteComponentAsNew(targetGameObject);
|
||||
|
||||
// If we're moving components, mark this for destruction
|
||||
if (moveInsteadOfCopy)
|
||||
{
|
||||
componentsToDestroy.Add(sourceComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy components on source if needed (after copying all components)
|
||||
if (moveInsteadOfCopy)
|
||||
{
|
||||
foreach (Component component in componentsToDestroy)
|
||||
{
|
||||
Undo.DestroyObjectImmediate(component);
|
||||
}
|
||||
}
|
||||
|
||||
RefreshComponentList();
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Editor/Utilities/ComponentTransferWindow.cs.meta
Normal file
11
Assets/Editor/Utilities/ComponentTransferWindow.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9dae5cb1c71f74a4eb8c8c0a77fe2e3f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
432
Assets/Editor/Utilities/PoolMonitorWindow.cs
Normal file
432
Assets/Editor/Utilities/PoolMonitorWindow.cs
Normal file
@@ -0,0 +1,432 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using System.Collections;
|
||||
using Pooling;
|
||||
|
||||
namespace Editor.Utilities
|
||||
{
|
||||
public class PoolMonitorWindow : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
private bool autoRefresh = true;
|
||||
private float refreshInterval = 1.0f;
|
||||
private float lastRefreshTime;
|
||||
private bool showSinglePrefabPools = true;
|
||||
private bool showMultiPrefabPools = true;
|
||||
|
||||
[MenuItem("Tools/Pool Monitor")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<PoolMonitorWindow>("Pool Monitor");
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUILayout.LabelField("Object Pool Monitor", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
autoRefresh = EditorGUILayout.Toggle("Auto Refresh", autoRefresh);
|
||||
if (autoRefresh)
|
||||
{
|
||||
refreshInterval = EditorGUILayout.Slider("Refresh Interval", refreshInterval, 0.1f, 5f);
|
||||
}
|
||||
if (GUILayout.Button("Refresh Now"))
|
||||
{
|
||||
RefreshPoolInfo();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Display toggles for showing different pool types
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
showSinglePrefabPools = EditorGUILayout.ToggleLeft("Show Single Prefab Pools", showSinglePrefabPools, GUILayout.Width(200));
|
||||
showMultiPrefabPools = EditorGUILayout.ToggleLeft("Show Multi-Prefab Pools", showMultiPrefabPools, GUILayout.Width(200));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
DisplayPoolInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter play mode to see pool statistics.", MessageType.Info);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUILayout.EndVertical();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (autoRefresh && Application.isPlaying)
|
||||
{
|
||||
float currentTime = (float)EditorApplication.timeSinceStartup;
|
||||
if (currentTime - lastRefreshTime > refreshInterval)
|
||||
{
|
||||
lastRefreshTime = currentTime;
|
||||
RefreshPoolInfo();
|
||||
Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshPoolInfo()
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
// Find all pool types and call LogPoolStats
|
||||
if (showSinglePrefabPools)
|
||||
{
|
||||
// Find all types that derive from BaseObjectPool<T>
|
||||
foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>)))
|
||||
{
|
||||
if (pool != null && pool.gameObject.activeInHierarchy)
|
||||
{
|
||||
var logMethod = pool.GetType().GetMethod("LogPoolStats");
|
||||
if (logMethod != null)
|
||||
{
|
||||
logMethod.Invoke(pool, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (showMultiPrefabPools)
|
||||
{
|
||||
// Find all types that derive from MultiPrefabPool<T>
|
||||
foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>)))
|
||||
{
|
||||
if (pool != null && pool.gameObject.activeInHierarchy)
|
||||
{
|
||||
var logMethod = pool.GetType().GetMethod("LogPoolStats");
|
||||
if (logMethod != null)
|
||||
{
|
||||
logMethod.Invoke(pool, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DisplayPoolInfo()
|
||||
{
|
||||
EditorGUILayout.LabelField("Scene Statistics:", EditorStyles.boldLabel);
|
||||
EditorGUILayout.LabelField($"Total GameObjects: {UnityEngine.Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None).Length}");
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (showSinglePrefabPools)
|
||||
{
|
||||
DisplaySinglePrefabPoolInfo();
|
||||
}
|
||||
|
||||
if (showMultiPrefabPools)
|
||||
{
|
||||
DisplayMultiPrefabPoolInfo();
|
||||
}
|
||||
}
|
||||
|
||||
void DisplaySinglePrefabPoolInfo()
|
||||
{
|
||||
// Find all types that derive from BaseObjectPool<T>
|
||||
Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>));
|
||||
|
||||
if (pools.Length == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No single prefab pools found in the scene.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Single Prefab Pools", EditorStyles.boldLabel);
|
||||
foreach (var poolComponent in pools)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Pool: {poolComponent.name} ({poolComponent.GetType().Name})", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// Get private field values using reflection
|
||||
Type poolType = poolComponent.GetType();
|
||||
FieldInfo pooledObjectsField = poolType.GetField("pooledObjects",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo totalCreatedField = poolType.GetField("totalCreated",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo totalReturnedField = poolType.GetField("totalReturned",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
PropertyInfo maxPoolSizeProp = poolType.GetProperty("maxPoolSize") ??
|
||||
poolType.GetField("maxPoolSize")?.DeclaringType.GetProperty("maxPoolSize");
|
||||
|
||||
PropertyInfo initialPoolSizeProp = poolType.GetProperty("initialPoolSize") ??
|
||||
poolType.GetField("initialPoolSize")?.DeclaringType.GetProperty("initialPoolSize");
|
||||
|
||||
if (pooledObjectsField != null)
|
||||
{
|
||||
object pooledObjects = pooledObjectsField.GetValue(poolComponent);
|
||||
int count = 0;
|
||||
|
||||
// Handle Stack<T>
|
||||
if (pooledObjects is System.Collections.ICollection collection)
|
||||
{
|
||||
count = collection.Count;
|
||||
}
|
||||
|
||||
int maxSize = 0;
|
||||
if (maxPoolSizeProp != null)
|
||||
{
|
||||
maxSize = (int)maxPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo maxPoolSizeField = poolType.GetField("maxPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (maxPoolSizeField != null)
|
||||
{
|
||||
maxSize = (int)maxPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Pooled Objects: {count}/{maxSize}");
|
||||
|
||||
int initialSize = 0;
|
||||
if (initialPoolSizeProp != null)
|
||||
{
|
||||
initialSize = (int)initialPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo initialPoolSizeField = poolType.GetField("initialPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (initialPoolSizeField != null)
|
||||
{
|
||||
initialSize = (int)initialPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Initial Pool Size: {initialSize}");
|
||||
|
||||
if (totalCreatedField != null && totalReturnedField != null)
|
||||
{
|
||||
int created = (int)totalCreatedField.GetValue(poolComponent);
|
||||
int returned = (int)totalReturnedField.GetValue(poolComponent);
|
||||
EditorGUILayout.LabelField($"Created: {created}, Returned: {returned}");
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find active objects of the pool's type
|
||||
if (poolType.BaseType.IsGenericType)
|
||||
{
|
||||
Type elementType = poolType.BaseType.GetGenericArguments()[0];
|
||||
|
||||
// More accurately count only active objects in the current scene
|
||||
int activeCount = 0;
|
||||
|
||||
// First, try to get a more accurate count from the current scene
|
||||
foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
|
||||
{
|
||||
var comp = obj as Component;
|
||||
if (comp != null && comp.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Active Objects (Current Scene): {activeCount}");
|
||||
|
||||
// Add a note about pooling status
|
||||
if (activeCount > 0)
|
||||
{
|
||||
int pooledCount = 0;
|
||||
if (pooledObjectsField != null)
|
||||
{
|
||||
object pooledObjects = pooledObjectsField.GetValue(poolComponent);
|
||||
if (pooledObjects is ICollection collection)
|
||||
{
|
||||
pooledCount = collection.Count;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Pooling Efficiency: {pooledCount} ready in pool, {activeCount} active");
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
}
|
||||
|
||||
void DisplayMultiPrefabPoolInfo()
|
||||
{
|
||||
// Find all types that derive from MultiPrefabPool<T>
|
||||
Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>));
|
||||
|
||||
if (pools.Length == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No multi-prefab pools found in the scene.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Multi-Prefab Pools", EditorStyles.boldLabel);
|
||||
foreach (var poolComponent in pools)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Pool: {poolComponent.name} ({poolComponent.GetType().Name})", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// Get private field values using reflection
|
||||
Type poolType = poolComponent.GetType();
|
||||
FieldInfo totalPooledCountField = poolType.GetField("totalPooledCount",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo pooledObjectsField = poolType.GetField("pooledObjects",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo prefabUsageField = poolType.GetField("prefabUsageCount",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
PropertyInfo totalMaxPoolSizeProp = poolType.GetProperty("totalMaxPoolSize") ??
|
||||
poolType.GetField("totalMaxPoolSize")?.DeclaringType.GetProperty("totalMaxPoolSize");
|
||||
|
||||
if (totalPooledCountField != null && totalMaxPoolSizeProp != null)
|
||||
{
|
||||
int totalCount = (int)totalPooledCountField.GetValue(poolComponent);
|
||||
int maxSize = 0;
|
||||
|
||||
if (totalMaxPoolSizeProp != null)
|
||||
{
|
||||
maxSize = (int)totalMaxPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo totalMaxPoolSizeField = poolType.GetField("totalMaxPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (totalMaxPoolSizeField != null)
|
||||
{
|
||||
maxSize = (int)totalMaxPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Total Pooled Objects: {totalCount}/{maxSize}");
|
||||
}
|
||||
|
||||
if (pooledObjectsField != null && prefabUsageField != null)
|
||||
{
|
||||
// This is more complex because we don't know the exact generic types
|
||||
// Just show basic information
|
||||
object pooledTiles = pooledObjectsField.GetValue(poolComponent);
|
||||
object usageCounts = prefabUsageField.GetValue(poolComponent);
|
||||
|
||||
if (pooledTiles != null && pooledTiles is IDictionary poolDict)
|
||||
{
|
||||
EditorGUILayout.LabelField("Prefab Details:", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
foreach (DictionaryEntry entry in poolDict)
|
||||
{
|
||||
int prefabIndex = Convert.ToInt32(entry.Key);
|
||||
object value = entry.Value;
|
||||
int count = 0;
|
||||
|
||||
// Handle Stack<T>
|
||||
if (value is ICollection collection)
|
||||
{
|
||||
count = collection.Count;
|
||||
}
|
||||
|
||||
int usageCount = 0;
|
||||
if (usageCounts is IDictionary usageDict)
|
||||
{
|
||||
if (usageDict.Contains(entry.Key))
|
||||
{
|
||||
usageCount = Convert.ToInt32(usageDict[entry.Key]);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Prefab {prefabIndex}: {count} pooled, {usageCount} usages");
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find active objects of the pool's type
|
||||
if (poolType.BaseType.IsGenericType)
|
||||
{
|
||||
Type elementType = poolType.BaseType.GetGenericArguments()[0];
|
||||
int activeCount = 0;
|
||||
|
||||
// Count active objects of the specific pool's component type
|
||||
foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
|
||||
{
|
||||
var comp = obj as Component;
|
||||
if (comp != null && comp.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Active Objects (Current Scene): {activeCount}");
|
||||
|
||||
// Add a note about pooling status
|
||||
if (activeCount > 0 && totalPooledCountField != null)
|
||||
{
|
||||
int pooledCount = (int)totalPooledCountField.GetValue(poolComponent);
|
||||
EditorGUILayout.LabelField($"Pooling Efficiency: {pooledCount} ready in pool, {activeCount} active");
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds all objects that derive from a generic base type
|
||||
/// </summary>
|
||||
private Component[] FindObjectsOfBaseType(Type baseComponentType, Type genericBaseType)
|
||||
{
|
||||
List<Component> results = new List<Component>();
|
||||
|
||||
// Find all components in the scene
|
||||
Component[] allComponents = UnityEngine.Object.FindObjectsByType<Component>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (var component in allComponents)
|
||||
{
|
||||
Type componentType = component.GetType();
|
||||
|
||||
// Check if this type derives from the generic base type
|
||||
while (componentType != null && componentType != typeof(object))
|
||||
{
|
||||
if (componentType.IsGenericType &&
|
||||
componentType.GetGenericTypeDefinition() == genericBaseType)
|
||||
{
|
||||
results.Add(component);
|
||||
break;
|
||||
}
|
||||
|
||||
// Also check for non-generic derived types
|
||||
if (componentType.BaseType != null &&
|
||||
componentType.BaseType.IsGenericType &&
|
||||
componentType.BaseType.GetGenericTypeDefinition() == genericBaseType)
|
||||
{
|
||||
results.Add(component);
|
||||
break;
|
||||
}
|
||||
|
||||
componentType = componentType.BaseType;
|
||||
}
|
||||
}
|
||||
|
||||
return results.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Utilities/PoolMonitorWindow.cs.meta
Normal file
3
Assets/Editor/Utilities/PoolMonitorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17d6e42e7ca549b8b209f0714c8d106b
|
||||
timeCreated: 1758016486
|
||||
911
Assets/Editor/Utilities/SpriteColliderGenerator.cs
Normal file
911
Assets/Editor/Utilities/SpriteColliderGenerator.cs
Normal file
@@ -0,0 +1,911 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor.Utilities
|
||||
{
|
||||
public class SpriteColliderGenerator : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
|
||||
[Tooltip("List of GameObjects with SpriteRenderers to generate colliders for")]
|
||||
private List<GameObject> selectedObjects = new List<GameObject>();
|
||||
|
||||
[Tooltip("Controls how much to simplify the collider shape (lower values create more complex colliders)")]
|
||||
private float simplificationTolerance = 0.05f;
|
||||
|
||||
[Tooltip("When enabled, removes any existing PolygonCollider2D components before adding new ones")]
|
||||
private bool replaceExistingColliders = true;
|
||||
|
||||
[Tooltip("When enabled, applies colliders to all child objects with SpriteRenderers")]
|
||||
private bool applyToChildren = false;
|
||||
|
||||
[Tooltip("When enabled, allows scaling the collider outward or inward from the sprite center")]
|
||||
private bool offsetFromCenter = false;
|
||||
|
||||
[Tooltip("Distance to offset the collider from the sprite outline (positive values expand, negative values contract)")]
|
||||
private float offsetDistance = 0f;
|
||||
|
||||
[Tooltip("When enabled, creates trigger colliders instead of solid colliders")]
|
||||
private bool generateTriggerColliders = false;
|
||||
|
||||
[Tooltip("Threshold for transparency detection (pixels with alpha below this value are considered transparent)")]
|
||||
private int alphaCutoff = 128; // Used when generating colliders (0-255)
|
||||
|
||||
[Tooltip("Controls the level of detail for the generated collider (affects vertex count)")]
|
||||
private int detailLevel = 2; // 1 = low, 2 = medium, 3 = high
|
||||
|
||||
[Tooltip("When enabled, shows a preview of the colliders in the scene view before generating them")]
|
||||
private bool previewColliders = true;
|
||||
|
||||
[Tooltip("Color used for previewing colliders in the scene view")]
|
||||
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
|
||||
|
||||
[Tooltip("Layer to assign to GameObjects when colliders are generated")]
|
||||
private int targetLayer = 0;
|
||||
|
||||
private List<Mesh> previewMeshes = new List<Mesh>();
|
||||
|
||||
[MenuItem("Tools/Sprite Collider Generator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// Subscribe to scene change events to clear invalid object references
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened += OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed += OnSceneClosed;
|
||||
|
||||
// Also subscribe to playmode changes as they can invalidate references
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
|
||||
// Subscribe to prefab stage changes (Unity 2018.3+)
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened += OnPrefabStageOpened;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing += OnPrefabStageClosing;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Unsubscribe from events
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneOpened -= OnSceneOpened;
|
||||
UnityEditor.SceneManagement.EditorSceneManager.sceneClosed -= OnSceneClosed;
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageOpened -= OnPrefabStageOpened;
|
||||
UnityEditor.SceneManagement.PrefabStage.prefabStageClosing -= OnPrefabStageClosing;
|
||||
|
||||
// Clean up any preview meshes when window is closed
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
}
|
||||
|
||||
private void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
|
||||
{
|
||||
// Clear selected objects when a scene is opened
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
|
||||
{
|
||||
// Clear selected objects when a scene is closed
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
// Clear references when entering/exiting play mode as they become invalid
|
||||
if (state == PlayModeStateChange.ExitingEditMode || state == PlayModeStateChange.ExitingPlayMode)
|
||||
{
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPrefabStageOpened(UnityEditor.SceneManagement.PrefabStage stage)
|
||||
{
|
||||
// Clear selected objects when entering a prefab stage
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
private void OnPrefabStageClosing(UnityEditor.SceneManagement.PrefabStage stage)
|
||||
{
|
||||
// Clear selected objects when exiting a prefab stage
|
||||
ClearInvalidReferences();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears invalid GameObject references from the selected objects list
|
||||
/// </summary>
|
||||
private void ClearInvalidReferences()
|
||||
{
|
||||
if (selectedObjects.Count > 0)
|
||||
{
|
||||
selectedObjects.Clear();
|
||||
ClearPreviews(); // Also clear any preview meshes
|
||||
Repaint(); // Refresh the window UI
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUILayout.LabelField("Sprite Collider Generator", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Select GameObjects with SpriteRenderers and generate accurate PolygonCollider2D components based on the sprite outlines.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Object selection section
|
||||
EditorGUILayout.LabelField("Selected Objects", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button(new GUIContent("Add Selected GameObjects", "Add GameObjects currently selected in the scene or project to the list for processing.")))
|
||||
{
|
||||
AddSelectedGameObjects();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
|
||||
|
||||
for (int i = 0; i < selectedObjects.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
selectedObjects[i] = (GameObject)EditorGUILayout.ObjectField(selectedObjects[i], typeof(GameObject), true);
|
||||
|
||||
if (GUILayout.Button("X", GUILayout.Width(20)))
|
||||
{
|
||||
selectedObjects.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Clear All", "Remove all objects from the selection list.")))
|
||||
{
|
||||
selectedObjects.Clear();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Collider generation options
|
||||
EditorGUILayout.LabelField("Generation Options", EditorStyles.boldLabel);
|
||||
|
||||
// Detail level for collider generation (affects vertex count)
|
||||
string[] detailOptions = new string[] { "Low", "Medium", "High" };
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Detail Level:", "Controls the level of detail for the generated collider (affects vertex count)."), GUILayout.Width(180));
|
||||
detailLevel = EditorGUILayout.Popup(detailLevel - 1, detailOptions) + 1;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Simplification tolerance (how much to simplify the collider)
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Simplification Tolerance:", "Controls how much to simplify the collider shape (lower values create more complex colliders)."), GUILayout.Width(180));
|
||||
simplificationTolerance = EditorGUILayout.Slider(simplificationTolerance, 0.01f, 0.2f);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Alpha cutoff for transparency
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Alpha Cutoff (0-255):", "Threshold for transparency detection (pixels with alpha below this value are considered transparent)."), GUILayout.Width(180));
|
||||
alphaCutoff = EditorGUILayout.IntSlider(alphaCutoff, 0, 255);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Additional options
|
||||
replaceExistingColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Replace Existing Colliders", "When enabled, removes any existing PolygonCollider2D components before adding new ones."),
|
||||
replaceExistingColliders);
|
||||
|
||||
applyToChildren = EditorGUILayout.Toggle(
|
||||
new GUIContent("Apply To Children", "When enabled, applies colliders to all child objects with SpriteRenderers."),
|
||||
applyToChildren);
|
||||
|
||||
generateTriggerColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
|
||||
generateTriggerColliders);
|
||||
|
||||
// Layer selection
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Target Layer:", "Layer to assign to GameObjects when colliders are generated. Leave as 'Nothing' to keep current layer."), GUILayout.Width(180));
|
||||
targetLayer = EditorGUILayout.LayerField(targetLayer);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Offset option
|
||||
offsetFromCenter = EditorGUILayout.Toggle(
|
||||
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
|
||||
offsetFromCenter);
|
||||
|
||||
if (offsetFromCenter)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
offsetDistance = EditorGUILayout.FloatField(
|
||||
new GUIContent("Offset Distance", "Distance to offset the collider from the sprite outline (positive values expand, negative values contract)."),
|
||||
offsetDistance);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
// Preview option
|
||||
previewColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Preview Colliders", "When enabled, shows a preview of the colliders in the scene view before generating them."),
|
||||
previewColliders);
|
||||
|
||||
if (previewColliders)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
previewColor = EditorGUILayout.ColorField(
|
||||
new GUIContent("Preview Color", "Color used for previewing colliders in the scene view."),
|
||||
previewColor);
|
||||
|
||||
// Create a horizontal layout for the preview buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button(new GUIContent("Update Preview", "Refresh the preview display in the scene view.")))
|
||||
{
|
||||
GenerateColliderPreviews();
|
||||
}
|
||||
if (GUILayout.Button(new GUIContent("Clear Preview", "Remove all preview colliders from the scene view.")))
|
||||
{
|
||||
ClearPreviews();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Generate colliders button
|
||||
GUI.enabled = selectedObjects.Count > 0;
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Generate Colliders", "Create polygon colliders for all selected sprites based on current settings.")))
|
||||
{
|
||||
GenerateColliders();
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Force the scene view to repaint if we're showing previews
|
||||
if (previewColliders && Event.current.type == EventType.Repaint)
|
||||
{
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
}
|
||||
|
||||
private void AddSelectedGameObjects()
|
||||
{
|
||||
foreach (GameObject obj in Selection.gameObjects)
|
||||
{
|
||||
if (!selectedObjects.Contains(obj))
|
||||
{
|
||||
// Only add if it has a SpriteRenderer or any of its children do
|
||||
if (obj.GetComponent<SpriteRenderer>() != null ||
|
||||
(applyToChildren && obj.GetComponentInChildren<SpriteRenderer>() != null))
|
||||
{
|
||||
selectedObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateColliderPreviews()
|
||||
{
|
||||
// Clean up existing preview meshes
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
|
||||
if (!previewColliders || selectedObjects.Count == 0)
|
||||
return;
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj == null) continue;
|
||||
|
||||
var spriteRenderers = applyToChildren ?
|
||||
obj.GetComponentsInChildren<SpriteRenderer>() :
|
||||
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
|
||||
|
||||
foreach (var renderer in spriteRenderers)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
continue;
|
||||
|
||||
Sprite sprite = renderer.sprite;
|
||||
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
|
||||
if (paths.Count == 0)
|
||||
continue;
|
||||
|
||||
foreach (var path in paths)
|
||||
{
|
||||
// Create a preview mesh from the path
|
||||
Mesh previewMesh = CreateMeshFromPath(path, renderer.transform);
|
||||
if (previewMesh != null)
|
||||
previewMeshes.Add(previewMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all preview meshes from the scene view
|
||||
/// </summary>
|
||||
private void ClearPreviews()
|
||||
{
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
|
||||
// Force a repaint of the scene view
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
|
||||
private Mesh CreateMeshFromPath(Vector2[] path, Transform transform)
|
||||
{
|
||||
if (path.Length < 3)
|
||||
return null;
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
// Convert the path to 3D vertices and apply the sprite's transform
|
||||
Vector3[] vertices = new Vector3[path.Length];
|
||||
for (int i = 0; i < path.Length; i++)
|
||||
{
|
||||
// Convert the local position to world space using the transform
|
||||
vertices[i] = transform.TransformPoint(new Vector3(path[i].x, path[i].y, 0));
|
||||
}
|
||||
|
||||
// Triangulate the polygon
|
||||
Triangulator triangulator = new Triangulator(path);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles;
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
private void GenerateColliders()
|
||||
{
|
||||
int successCount = 0;
|
||||
List<string> errors = new List<string>();
|
||||
|
||||
Undo.RecordObjects(selectedObjects.ToArray(), "Generate Sprite Colliders");
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
var spriteRenderers = applyToChildren ?
|
||||
obj.GetComponentsInChildren<SpriteRenderer>() :
|
||||
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
|
||||
|
||||
foreach (var renderer in spriteRenderers)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
continue;
|
||||
|
||||
// Check if we're working with a prefab
|
||||
bool isPrefab = PrefabUtility.IsPartOfPrefabAsset(renderer.gameObject);
|
||||
GameObject targetObject = renderer.gameObject;
|
||||
|
||||
if (isPrefab)
|
||||
{
|
||||
// If it's a prefab, we need special handling
|
||||
string prefabPath = AssetDatabase.GetAssetPath(targetObject);
|
||||
targetObject = PrefabUtility.LoadPrefabContents(prefabPath);
|
||||
SpriteRenderer prefabRenderer = targetObject.GetComponent<SpriteRenderer>();
|
||||
|
||||
if (prefabRenderer == null || prefabRenderer.sprite == null)
|
||||
{
|
||||
PrefabUtility.UnloadPrefabContents(targetObject);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (GenerateColliderForRenderer(prefabRenderer))
|
||||
{
|
||||
// Save the changes to the prefab
|
||||
PrefabUtility.SaveAsPrefabAsset(targetObject, prefabPath);
|
||||
successCount++;
|
||||
}
|
||||
|
||||
PrefabUtility.UnloadPrefabContents(targetObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
// For scene objects, just generate the collider directly
|
||||
if (GenerateColliderForRenderer(renderer))
|
||||
{
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
errors.Add($"{obj.name}: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up any preview meshes as we've now generated real colliders
|
||||
ClearPreviews();
|
||||
|
||||
if (successCount > 0)
|
||||
{
|
||||
Debug.Log($"Successfully generated colliders for {successCount} sprite(s).");
|
||||
}
|
||||
|
||||
if (errors.Count > 0)
|
||||
{
|
||||
Debug.LogError($"Errors occurred while generating colliders:\n{string.Join("\n", errors)}");
|
||||
}
|
||||
}
|
||||
|
||||
private bool GenerateColliderForRenderer(SpriteRenderer renderer)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
return false;
|
||||
|
||||
Sprite sprite = renderer.sprite;
|
||||
GameObject targetObject = renderer.gameObject;
|
||||
|
||||
// Remove existing colliders if specified
|
||||
if (replaceExistingColliders)
|
||||
{
|
||||
PolygonCollider2D[] existingColliders = targetObject.GetComponents<PolygonCollider2D>();
|
||||
foreach (var collider in existingColliders)
|
||||
{
|
||||
Undo.DestroyObjectImmediate(collider);
|
||||
}
|
||||
}
|
||||
|
||||
// Create a new polygon collider
|
||||
PolygonCollider2D polygonCollider = Undo.AddComponent<PolygonCollider2D>(targetObject);
|
||||
if (polygonCollider == null)
|
||||
return false;
|
||||
|
||||
// Set as trigger if specified
|
||||
polygonCollider.isTrigger = generateTriggerColliders;
|
||||
|
||||
// Get paths from the sprite
|
||||
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
|
||||
if (paths.Count == 0)
|
||||
return false;
|
||||
|
||||
// Apply offset if needed
|
||||
if (offsetFromCenter && offsetDistance != 0)
|
||||
{
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
{
|
||||
Vector2[] offsetPath = new Vector2[paths[i].Length];
|
||||
for (int j = 0; j < paths[i].Length; j++)
|
||||
{
|
||||
// Calculate direction from center (0,0) to the point
|
||||
Vector2 dir = paths[i][j].normalized;
|
||||
// Apply offset in that direction
|
||||
offsetPath[j] = paths[i][j] + dir * offsetDistance;
|
||||
}
|
||||
paths[i] = offsetPath;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the paths on the collider
|
||||
polygonCollider.pathCount = paths.Count;
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
{
|
||||
polygonCollider.SetPath(i, paths[i]);
|
||||
}
|
||||
|
||||
// Set the layer on the GameObject if a specific layer is selected
|
||||
SetTargetLayer(targetObject);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the target layer on the GameObject if a layer is selected
|
||||
/// </summary>
|
||||
/// <param name="targetObject">The GameObject to set the layer on</param>
|
||||
private void SetTargetLayer(GameObject targetObject)
|
||||
{
|
||||
if (targetLayer != 0)
|
||||
{
|
||||
Undo.RecordObject(targetObject, "Set GameObject Layer");
|
||||
targetObject.layer = targetLayer;
|
||||
}
|
||||
}
|
||||
|
||||
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
|
||||
{
|
||||
List<Vector2[]> result = new List<Vector2[]>();
|
||||
|
||||
if (sprite == null)
|
||||
return result;
|
||||
|
||||
// Get the raw physics shape data from the sprite
|
||||
int physicsShapeCount = sprite.GetPhysicsShapeCount();
|
||||
if (physicsShapeCount == 0)
|
||||
{
|
||||
// Use the sprite's bounds if no physics shape is defined
|
||||
Vector2[] boundingBoxPath = new Vector2[4];
|
||||
Bounds bounds = sprite.bounds;
|
||||
boundingBoxPath[0] = new Vector2(bounds.min.x, bounds.min.y);
|
||||
boundingBoxPath[1] = new Vector2(bounds.min.x, bounds.max.y);
|
||||
boundingBoxPath[2] = new Vector2(bounds.max.x, bounds.max.y);
|
||||
boundingBoxPath[3] = new Vector2(bounds.max.x, bounds.min.y);
|
||||
result.Add(boundingBoxPath);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Adjust the detail level based on the setting
|
||||
float actualTolerance = tolerance;
|
||||
switch (detailLevel)
|
||||
{
|
||||
case 1: // Low
|
||||
actualTolerance = tolerance * 2.0f;
|
||||
break;
|
||||
case 2: // Medium - default
|
||||
actualTolerance = tolerance;
|
||||
break;
|
||||
case 3: // High
|
||||
actualTolerance = tolerance * 0.5f;
|
||||
break;
|
||||
}
|
||||
|
||||
// Get all physics shapes from the sprite
|
||||
for (int i = 0; i < physicsShapeCount; i++)
|
||||
{
|
||||
List<Vector2> path = new List<Vector2>();
|
||||
sprite.GetPhysicsShape(i, path);
|
||||
|
||||
// Apply simplification if needed
|
||||
if (actualTolerance > 0.01f)
|
||||
{
|
||||
path = SimplifyPath(path, actualTolerance);
|
||||
}
|
||||
|
||||
if (path.Count >= 3) // Need at least 3 points for a valid polygon
|
||||
{
|
||||
result.Add(path.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private List<Vector2> SimplifyPath(List<Vector2> points, float tolerance)
|
||||
{
|
||||
if (points.Count <= 3)
|
||||
return points;
|
||||
|
||||
// Implementation of Ramer-Douglas-Peucker algorithm for simplifying a polygon
|
||||
List<Vector2> result = new List<Vector2>();
|
||||
List<int> markers = new List<int>(new int[points.Count]);
|
||||
markers[0] = 1;
|
||||
markers[points.Count - 1] = 1;
|
||||
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, 0, points.Count - 1);
|
||||
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
if (markers[i] == 1)
|
||||
{
|
||||
result.Add(points[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void SimplifyDouglasPeucker(List<Vector2> points, float tolerance, List<int> markers, int start, int end)
|
||||
{
|
||||
if (end <= start + 1)
|
||||
return;
|
||||
|
||||
float maxDistance = 0;
|
||||
int maxIndex = start;
|
||||
|
||||
Vector2 startPoint = points[start];
|
||||
Vector2 endPoint = points[end];
|
||||
|
||||
// Find the point furthest from the line segment
|
||||
for (int i = start + 1; i < end; i++)
|
||||
{
|
||||
float distance = PerpendicularDistance(points[i], startPoint, endPoint);
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
maxIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// If the furthest point is beyond tolerance, mark it for keeping and recurse
|
||||
if (maxDistance > tolerance)
|
||||
{
|
||||
markers[maxIndex] = 1;
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, start, maxIndex);
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, maxIndex, end);
|
||||
}
|
||||
}
|
||||
|
||||
private float PerpendicularDistance(Vector2 point, Vector2 lineStart, Vector2 lineEnd)
|
||||
{
|
||||
if (lineStart == lineEnd)
|
||||
return Vector2.Distance(point, lineStart);
|
||||
|
||||
float dx = lineEnd.x - lineStart.x;
|
||||
float dy = lineEnd.y - lineStart.y;
|
||||
|
||||
// Normalize
|
||||
float norm = Mathf.Sqrt(dx * dx + dy * dy);
|
||||
if (norm < float.Epsilon)
|
||||
return Vector2.Distance(point, lineStart);
|
||||
|
||||
dx /= norm;
|
||||
dy /= norm;
|
||||
|
||||
// Calculate perpendicular distance
|
||||
float px = point.x - lineStart.x;
|
||||
float py = point.y - lineStart.y;
|
||||
|
||||
float projectionLength = px * dx + py * dy;
|
||||
|
||||
Vector2 projection = new Vector2(
|
||||
lineStart.x + projectionLength * dx,
|
||||
lineStart.y + projectionLength * dy);
|
||||
|
||||
return Vector2.Distance(point, projection);
|
||||
}
|
||||
|
||||
// Scene view event handling for previewing colliders
|
||||
[InitializeOnLoadMethod]
|
||||
static void Initialize()
|
||||
{
|
||||
SceneView.duringSceneGui += OnSceneGUI;
|
||||
}
|
||||
|
||||
static void OnSceneGUI(SceneView sceneView)
|
||||
{
|
||||
// Find all open collider generator windows
|
||||
var windows = Resources.FindObjectsOfTypeAll<SpriteColliderGenerator>();
|
||||
foreach (var window in windows)
|
||||
{
|
||||
window.DrawColliderPreviews(sceneView);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawColliderPreviews(SceneView sceneView)
|
||||
{
|
||||
if (!previewColliders || previewMeshes.Count == 0)
|
||||
return;
|
||||
|
||||
// Draw all preview meshes with the selected color
|
||||
Material previewMaterial = new Material(Shader.Find("Hidden/Internal-Colored"));
|
||||
previewMaterial.SetPass(0);
|
||||
previewMaterial.SetColor("_Color", previewColor);
|
||||
|
||||
if (Event.current.type == EventType.Repaint)
|
||||
{
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
|
||||
// Enable blending for transparency
|
||||
GL.Begin(GL.TRIANGLES);
|
||||
GL.Color(previewColor);
|
||||
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
// Draw each triangle in the mesh
|
||||
for (int i = 0; i < mesh.triangles.Length; i += 3)
|
||||
{
|
||||
Vector3 v0 = mesh.vertices[mesh.triangles[i]];
|
||||
Vector3 v1 = mesh.vertices[mesh.triangles[i + 1]];
|
||||
Vector3 v2 = mesh.vertices[mesh.triangles[i + 2]];
|
||||
|
||||
GL.Vertex(v0);
|
||||
GL.Vertex(v1);
|
||||
GL.Vertex(v2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
|
||||
// Also draw the outline
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
GL.Begin(GL.LINES);
|
||||
|
||||
// Set a more visible outline color
|
||||
Color outlineColor = new Color(previewColor.r, previewColor.g, previewColor.b, 1f);
|
||||
GL.Color(outlineColor);
|
||||
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
// Create a dictionary to track which edges we've drawn
|
||||
HashSet<string> drawnEdges = new HashSet<string>();
|
||||
|
||||
// Draw edges of each triangle
|
||||
for (int i = 0; i < mesh.triangles.Length; i += 3)
|
||||
{
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i]], mesh.vertices[mesh.triangles[i + 1]], drawnEdges);
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 1]], mesh.vertices[mesh.triangles[i + 2]], drawnEdges);
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 2]], mesh.vertices[mesh.triangles[i]], drawnEdges);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawEdgeIfNotDrawn(Vector3 v1, Vector3 v2, HashSet<string> drawnEdges)
|
||||
{
|
||||
// Create a unique key for this edge (order vertices to ensure uniqueness)
|
||||
string edgeKey;
|
||||
if (v1.x < v2.x || (v1.x == v2.x && v1.y < v2.y))
|
||||
edgeKey = $"{v1.x},{v1.y},{v1.z}_{v2.x},{v2.y},{v2.z}";
|
||||
else
|
||||
edgeKey = $"{v2.x},{v2.y},{v2.z}_{v1.x},{v1.y},{v1.z}";
|
||||
|
||||
// Only draw if we haven't drawn this edge yet
|
||||
if (!drawnEdges.Contains(edgeKey))
|
||||
{
|
||||
GL.Vertex(v1);
|
||||
GL.Vertex(v2);
|
||||
drawnEdges.Add(edgeKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper class for triangulating polygons
|
||||
public class Triangulator
|
||||
{
|
||||
private List<Vector2> m_points;
|
||||
|
||||
public Triangulator(Vector2[] points)
|
||||
{
|
||||
m_points = new List<Vector2>(points);
|
||||
}
|
||||
|
||||
public int[] Triangulate()
|
||||
{
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
int n = m_points.Count;
|
||||
if (n < 3)
|
||||
return indices.ToArray();
|
||||
|
||||
int[] V = new int[n];
|
||||
if (Area() > 0)
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = v;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = (n - 1) - v;
|
||||
}
|
||||
|
||||
int nv = n;
|
||||
int count = 2 * nv;
|
||||
for (int v = nv - 1; nv > 2; )
|
||||
{
|
||||
if ((count--) <= 0)
|
||||
return indices.ToArray();
|
||||
|
||||
int u = v;
|
||||
if (nv <= u)
|
||||
u = 0;
|
||||
v = u + 1;
|
||||
if (nv <= v)
|
||||
v = 0;
|
||||
int w = v + 1;
|
||||
if (nv <= w)
|
||||
w = 0;
|
||||
|
||||
if (Snip(u, v, w, nv, V))
|
||||
{
|
||||
int a, b, c, s, t;
|
||||
a = V[u];
|
||||
b = V[v];
|
||||
c = V[w];
|
||||
indices.Add(a);
|
||||
indices.Add(b);
|
||||
indices.Add(c);
|
||||
|
||||
for (s = v, t = v + 1; t < nv; s++, t++)
|
||||
V[s] = V[t];
|
||||
nv--;
|
||||
count = 2 * nv;
|
||||
}
|
||||
}
|
||||
|
||||
indices.Reverse();
|
||||
return indices.ToArray();
|
||||
}
|
||||
|
||||
private float Area()
|
||||
{
|
||||
int n = m_points.Count;
|
||||
float A = 0.0f;
|
||||
for (int p = n - 1, q = 0; q < n; p = q++)
|
||||
{
|
||||
Vector2 pval = m_points[p];
|
||||
Vector2 qval = m_points[q];
|
||||
A += pval.x * qval.y - qval.x * pval.y;
|
||||
}
|
||||
return (A * 0.5f);
|
||||
}
|
||||
|
||||
private bool Snip(int u, int v, int w, int n, int[] V)
|
||||
{
|
||||
int p;
|
||||
Vector2 A = m_points[V[u]];
|
||||
Vector2 B = m_points[V[v]];
|
||||
Vector2 C = m_points[V[w]];
|
||||
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
|
||||
return false;
|
||||
for (p = 0; p < n; p++)
|
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{
|
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if ((p == u) || (p == v) || (p == w))
|
||||
continue;
|
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Vector2 P = m_points[V[p]];
|
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if (InsideTriangle(A, B, C, P))
|
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return false;
|
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}
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return true;
|
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}
|
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|
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private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
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{
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float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
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float cCROSSap, bCROSScp, aCROSSbp;
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ax = C.x - B.x; ay = C.y - B.y;
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bx = A.x - C.x; by = A.y - C.y;
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cx = B.x - A.x; cy = B.y - A.y;
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apx = P.x - A.x; apy = P.y - A.y;
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bpx = P.x - B.x; bpy = P.y - B.y;
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cpx = P.x - C.x; cpy = P.y - C.y;
|
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aCROSSbp = ax * bpy - ay * bpx;
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cCROSSap = cx * apy - cy * apx;
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bCROSScp = bx * cpy - by * cpx;
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return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
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}
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}
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}
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3
Assets/Editor/Utilities/SpriteColliderGenerator.cs.meta
Normal file
3
Assets/Editor/Utilities/SpriteColliderGenerator.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 420526c0ea5943bb930e3e0913b9dee7
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timeCreated: 1758028488
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace Pathfinding {
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using Pathfinding.RVO;
|
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@@ -260,6 +261,12 @@ namespace Pathfinding {
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reachedEndOfPath = false;
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}
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/// <summary>
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/// Event triggered when the AI has reached its target.
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/// Subscribe to this to get notified when the agent reaches its destination.
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/// </summary>
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public event Action OnTargetReachedEvent;
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/// <summary>
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/// The end of the path has been reached.
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/// If you want custom logic for when the AI has reached it's destination add it here. You can
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@@ -269,6 +276,7 @@ namespace Pathfinding {
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/// So when the agent is close to the destination this method will typically be called every <see cref="repathRate"/> seconds.
|
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/// </summary>
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public virtual void OnTargetReached () {
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OnTargetReachedEvent?.Invoke();
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}
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/// <summary>
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3
Assets/External/Pixelplacement/PixelplacementAssembly.asmdef
vendored
Normal file
3
Assets/External/Pixelplacement/PixelplacementAssembly.asmdef
vendored
Normal file
@@ -0,0 +1,3 @@
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{
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"name": "PixelplacementAssembly"
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}
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7
Assets/External/Pixelplacement/PixelplacementAssembly.asmdef.meta
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Normal file
7
Assets/External/Pixelplacement/PixelplacementAssembly.asmdef.meta
vendored
Normal file
@@ -0,0 +1,7 @@
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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18
Assets/External/Pixelplacement/Surge/Editor/PixelplacementEditor.asmdef
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Normal file
18
Assets/External/Pixelplacement/Surge/Editor/PixelplacementEditor.asmdef
vendored
Normal file
@@ -0,0 +1,18 @@
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{
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"Editor"
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7
Assets/External/Pixelplacement/Surge/Editor/PixelplacementEditor.asmdef.meta
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Normal file
7
Assets/External/Pixelplacement/Surge/Editor/PixelplacementEditor.asmdef.meta
vendored
Normal file
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@@ -90,43 +89,6 @@ SpriteRenderer:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user