Files
AppleHillsProduction/Assets/Editor/Developer/StateMachineMigrationTool.cs
2025-11-10 23:18:01 +01:00

576 lines
23 KiB
C#

using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using Core.SaveLoad;
using System.Collections.Generic;
using System.Linq;
namespace Editor
{
/// <summary>
/// Editor utility to migrate StateMachine components to SaveableStateMachine.
/// </summary>
public class StateMachineMigrationTool : EditorWindow
{
private Vector2 scrollPosition;
private List<StateMachineInfo> foundStateMachines = new List<StateMachineInfo>();
private bool showPrefabs = true;
private bool showScenes = true;
[MenuItem("AppleHills/Developer/Migrate StateMachines to Saveable")]
public static void ShowWindow()
{
var window = GetWindow<StateMachineMigrationTool>("StateMachine Migration");
window.minSize = new Vector2(600, 400);
window.Show();
}
private void OnGUI()
{
EditorGUILayout.LabelField("StateMachine → SaveableStateMachine Migration", EditorStyles.boldLabel);
EditorGUILayout.Space();
EditorGUILayout.HelpBox(
"This tool will replace all StateMachine components with SaveableStateMachine.\n" +
"All properties and references will be preserved.",
MessageType.Info
);
EditorGUILayout.Space();
// Scan options
EditorGUILayout.LabelField("Scan Options:", EditorStyles.boldLabel);
showPrefabs = EditorGUILayout.Toggle("Include Prefabs", showPrefabs);
showScenes = EditorGUILayout.Toggle("Include Scenes", showScenes);
EditorGUILayout.Space();
if (GUILayout.Button("Scan Project", GUILayout.Height(30)))
{
ScanProject();
}
EditorGUILayout.Space();
// Display results
if (foundStateMachines.Count > 0)
{
EditorGUILayout.LabelField($"Found {foundStateMachines.Count} StateMachine(s):", EditorStyles.boldLabel);
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
foreach (var info in foundStateMachines)
{
// Set background color for migrated items
Color originalBgColor = GUI.backgroundColor;
if (info.isAlreadySaveable)
{
GUI.backgroundColor = new Color(0.5f, 1f, 0.5f); // Light green
}
EditorGUILayout.BeginHorizontal("box");
GUI.backgroundColor = originalBgColor; // Reset for content
EditorGUILayout.LabelField(info.name, GUILayout.Width(200));
EditorGUILayout.LabelField(info.path, GUILayout.ExpandWidth(true));
// Ping button (for scene objects or prefabs)
if (GUILayout.Button("Ping", GUILayout.Width(50)))
{
PingObject(info);
}
if (info.isAlreadySaveable)
{
// Green checkmark with bold style
GUIStyle greenStyle = new GUIStyle(GUI.skin.label);
greenStyle.normal.textColor = new Color(0f, 0.6f, 0f);
greenStyle.fontStyle = FontStyle.Bold;
EditorGUILayout.LabelField("✓ Migrated", greenStyle, GUILayout.Width(120));
}
else
{
if (GUILayout.Button("Migrate", GUILayout.Width(80)))
{
if (MigrateSingle(info))
{
// Refresh the list to show updated status
ScanProject();
return;
}
}
}
EditorGUILayout.EndHorizontal();
GUI.backgroundColor = originalBgColor; // Final reset
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space();
int migrateCount = foundStateMachines.Count(sm => !sm.isAlreadySaveable);
if (migrateCount > 0)
{
if (GUILayout.Button($"Migrate All ({migrateCount})", GUILayout.Height(40)))
{
if (EditorUtility.DisplayDialog(
"Confirm Migration",
$"This will migrate {migrateCount} StateMachine(s) to SaveableStateMachine.\n\nContinue?",
"Yes, Migrate All",
"Cancel"))
{
MigrateAll();
}
}
}
}
else
{
EditorGUILayout.HelpBox("Click 'Scan Project' to find StateMachine components.", MessageType.Info);
}
}
private void ScanProject()
{
foundStateMachines.Clear();
// Find all prefabs
if (showPrefabs)
{
string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
foreach (string guid in prefabGuids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (prefab != null)
{
// Use GetComponents to find Pixelplacement.StateMachine
var components = prefab.GetComponentsInChildren<Component>(true);
foreach (var component in components)
{
if (component == null) continue;
var componentType = component.GetType();
if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
{
bool isAlreadySaveable = component is AppleMachine;
foundStateMachines.Add(new StateMachineInfo
{
name = component.gameObject.name,
path = path,
isPrefab = true,
isAlreadySaveable = isAlreadySaveable,
assetPath = path
});
}
}
}
}
}
// Find all in scenes
if (showScenes)
{
string[] sceneGuids = AssetDatabase.FindAssets("t:Scene");
foreach (string guid in sceneGuids)
{
string scenePath = AssetDatabase.GUIDToAssetPath(guid);
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
var allComponents = GameObject.FindObjectsByType<Component>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var component in allComponents)
{
if (component == null || component.gameObject.scene != scene) continue;
var componentType = component.GetType();
if (componentType.Name == "StateMachine" && componentType.Namespace == "Pixelplacement")
{
bool isAlreadySaveable = component is AppleMachine;
foundStateMachines.Add(new StateMachineInfo
{
name = component.gameObject.name,
path = $"{scenePath} → {component.transform.GetHierarchyPath()}",
isPrefab = false,
isAlreadySaveable = isAlreadySaveable,
assetPath = scenePath,
gameObject = component.gameObject
});
}
}
EditorSceneManager.CloseScene(scene, true);
}
}
Debug.Log($"[StateMachine Migration] Found {foundStateMachines.Count} StateMachine(s)");
}
private void PingObject(StateMachineInfo info)
{
if (info.isPrefab)
{
// Load and ping the prefab asset
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(info.assetPath);
if (prefab != null)
{
EditorGUIUtility.PingObject(prefab);
Selection.activeObject = prefab;
}
}
else
{
// For scene objects, we need to open the scene if it's not already open
var currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
if (currentScene.path != info.assetPath)
{
// Scene is not currently open
if (EditorUtility.DisplayDialog(
"Open Scene?",
$"The object is in scene:\n{info.assetPath}\n\nDo you want to open this scene?",
"Yes, Open Scene",
"Cancel"))
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
EditorSceneManager.OpenScene(info.assetPath, OpenSceneMode.Single);
// Find the object in the newly opened scene
if (info.gameObject != null)
{
// The gameObject reference might be stale, find by path
GameObject obj = GameObject.Find(info.gameObject.name);
if (obj != null)
{
Selection.activeGameObject = obj;
EditorGUIUtility.PingObject(obj);
}
}
}
}
}
else
{
// Scene is already open
if (info.gameObject != null)
{
Selection.activeGameObject = info.gameObject;
EditorGUIUtility.PingObject(info.gameObject);
// Also scroll to it in hierarchy
EditorApplication.ExecuteMenuItem("Window/General/Hierarchy");
}
}
}
}
private void MigrateAll()
{
int migratedCount = 0;
int errorCount = 0;
foreach (var info in foundStateMachines)
{
if (!info.isAlreadySaveable)
{
if (MigrateSingle(info))
{
migratedCount++;
}
else
{
errorCount++;
}
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.DisplayDialog(
"Migration Complete",
$"Migrated: {migratedCount}\nErrors: {errorCount}",
"OK"
);
// Refresh list to show green highlighting for newly migrated items
ScanProject();
}
private bool MigrateSingle(StateMachineInfo info)
{
try
{
if (info.isPrefab)
{
return MigratePrefab(info.assetPath);
}
else
{
return MigrateSceneObject(info.assetPath, info.gameObject);
}
}
catch (System.Exception ex)
{
Debug.LogError($"[StateMachine Migration] Error migrating '{info.name}': {ex.Message}");
return false;
}
}
private bool MigratePrefab(string prefabPath)
{
GameObject prefabRoot = PrefabUtility.LoadPrefabContents(prefabPath);
try
{
var components = prefabRoot.GetComponentsInChildren<Component>(true);
int migratedInPrefab = 0;
foreach (var component in components)
{
if (component == null) continue;
var componentType = component.GetType();
if (componentType.Name == "StateMachine" &&
componentType.Namespace == "Pixelplacement" &&
!(component is AppleMachine))
{
if (MigrateComponent(component.gameObject, component))
{
migratedInPrefab++;
}
}
}
PrefabUtility.SaveAsPrefabAsset(prefabRoot, prefabPath);
Debug.Log($"[StateMachine Migration] Migrated {migratedInPrefab} component(s) in prefab: {prefabPath}");
return true;
}
finally
{
PrefabUtility.UnloadPrefabContents(prefabRoot);
}
}
private bool MigrateSceneObject(string scenePath, GameObject gameObject)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
try
{
var components = gameObject.GetComponents<Component>();
foreach (var component in components)
{
if (component == null) continue;
var componentType = component.GetType();
if (componentType.Name == "StateMachine" &&
componentType.Namespace == "Pixelplacement" &&
!(component is AppleMachine))
{
bool success = MigrateComponent(gameObject, component);
if (success)
{
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
Debug.Log($"[StateMachine Migration] Migrated component in scene: {scenePath}");
}
return success;
}
}
return false;
}
finally
{
EditorSceneManager.CloseScene(scene, false);
}
}
private bool MigrateComponent(GameObject gameObject, Component oldComponent)
{
// Capture old component data using SerializedObject
SerializedObject oldSO = new SerializedObject(oldComponent);
var defaultState = oldSO.FindProperty("defaultState");
var verbose = oldSO.FindProperty("verbose");
var allowReentry = oldSO.FindProperty("allowReentry");
var returnToDefaultOnDisable = oldSO.FindProperty("returnToDefaultOnDisable");
var onStateExited = oldSO.FindProperty("OnStateExited");
var onStateEntered = oldSO.FindProperty("OnStateEntered");
var onFirstStateEntered = oldSO.FindProperty("OnFirstStateEntered");
var onFirstStateExited = oldSO.FindProperty("OnFirstStateExited");
var onLastStateEntered = oldSO.FindProperty("OnLastStateEntered");
var onLastStateExited = oldSO.FindProperty("OnLastStateExited");
// Remove old component
Object.DestroyImmediate(oldComponent);
// Add new component
var newSM = gameObject.AddComponent<AppleMachine>();
// Restore data using SerializedObject
SerializedObject newSO = new SerializedObject(newSM);
CopySerializedProperty(defaultState, newSO.FindProperty("defaultState"));
CopySerializedProperty(verbose, newSO.FindProperty("verbose"));
CopySerializedProperty(allowReentry, newSO.FindProperty("allowReentry"));
CopySerializedProperty(returnToDefaultOnDisable, newSO.FindProperty("returnToDefaultOnDisable"));
CopySerializedProperty(onStateExited, newSO.FindProperty("OnStateExited"));
CopySerializedProperty(onStateEntered, newSO.FindProperty("OnStateEntered"));
CopySerializedProperty(onFirstStateEntered, newSO.FindProperty("OnFirstStateEntered"));
CopySerializedProperty(onFirstStateExited, newSO.FindProperty("OnFirstStateExited"));
CopySerializedProperty(onLastStateEntered, newSO.FindProperty("OnLastStateEntered"));
CopySerializedProperty(onLastStateExited, newSO.FindProperty("OnLastStateExited"));
// Set a custom Save ID based on GameObject name (simple and readable)
// Users can customize this in the inspector if needed
var customSaveIdProperty = newSO.FindProperty("customSaveId");
if (customSaveIdProperty != null)
{
// Use GameObject name as the custom ID (scene name will be added automatically by GetSaveId)
customSaveIdProperty.stringValue = gameObject.name;
Debug.Log($"[Migration] Set custom Save ID: '{customSaveIdProperty.stringValue}' for '{gameObject.name}'");
}
newSO.ApplyModifiedProperties();
EditorUtility.SetDirty(gameObject);
return true;
}
private void CopySerializedProperty(SerializedProperty source, SerializedProperty dest)
{
if (source == null || dest == null) return;
switch (source.propertyType)
{
case SerializedPropertyType.Integer:
dest.intValue = source.intValue;
break;
case SerializedPropertyType.Boolean:
dest.boolValue = source.boolValue;
break;
case SerializedPropertyType.Float:
dest.floatValue = source.floatValue;
break;
case SerializedPropertyType.String:
dest.stringValue = source.stringValue;
break;
case SerializedPropertyType.Color:
dest.colorValue = source.colorValue;
break;
case SerializedPropertyType.ObjectReference:
dest.objectReferenceValue = source.objectReferenceValue;
break;
case SerializedPropertyType.LayerMask:
dest.intValue = source.intValue;
break;
case SerializedPropertyType.Enum:
dest.enumValueIndex = source.enumValueIndex;
break;
case SerializedPropertyType.Vector2:
dest.vector2Value = source.vector2Value;
break;
case SerializedPropertyType.Vector3:
dest.vector3Value = source.vector3Value;
break;
case SerializedPropertyType.Vector4:
dest.vector4Value = source.vector4Value;
break;
case SerializedPropertyType.Rect:
dest.rectValue = source.rectValue;
break;
case SerializedPropertyType.ArraySize:
dest.arraySize = source.arraySize;
break;
case SerializedPropertyType.Character:
dest.intValue = source.intValue;
break;
case SerializedPropertyType.AnimationCurve:
dest.animationCurveValue = source.animationCurveValue;
break;
case SerializedPropertyType.Bounds:
dest.boundsValue = source.boundsValue;
break;
case SerializedPropertyType.Quaternion:
dest.quaternionValue = source.quaternionValue;
break;
case SerializedPropertyType.Generic:
// Handle UnityEvent and other generic types by copying children
CopyGenericProperty(source, dest);
break;
}
}
private void CopyGenericProperty(SerializedProperty source, SerializedProperty dest)
{
// For arrays and lists
if (source.isArray)
{
dest.arraySize = source.arraySize;
for (int i = 0; i < source.arraySize; i++)
{
CopySerializedProperty(source.GetArrayElementAtIndex(i), dest.GetArrayElementAtIndex(i));
}
}
else
{
// For complex objects, copy all children
SerializedProperty sourceIterator = source.Copy();
SerializedProperty destIterator = dest.Copy();
bool enterChildren = true;
while (sourceIterator.Next(enterChildren))
{
// Only process immediate children
if (!sourceIterator.propertyPath.StartsWith(source.propertyPath + "."))
break;
enterChildren = false;
// Find corresponding property in destination
string relativePath = sourceIterator.propertyPath.Substring(source.propertyPath.Length + 1);
SerializedProperty destChild = dest.FindPropertyRelative(relativePath);
if (destChild != null)
{
CopySerializedProperty(sourceIterator, destChild);
}
}
}
}
private class StateMachineInfo
{
public string name;
public string path;
public bool isPrefab;
public bool isAlreadySaveable;
public string assetPath;
public GameObject gameObject;
}
}
public static class TransformExtensions
{
public static string GetHierarchyPath(this Transform transform)
{
string path = transform.name;
while (transform.parent != null)
{
transform = transform.parent;
path = transform.name + "/" + path;
}
return path;
}
}
}