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CrowdControl/Assets/3rd/D2D_Scripts/Tools/AssetsPalette.cs

204 lines
6.6 KiB
C#

2 months ago
using System;
using System.Collections.Generic;
using System.Linq;
using D2D.Utilities;
using NaughtyAttributes;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace D2D.Tools
{
[CreateAssetMenu(fileName = "AssetsPalette", menuName = "AssetsPalette", order = 0)]
public class AssetsPalette : SingletonData<AssetsPalette>
{
[SerializeField] private Object[] _favourites;
#if UNITY_EDITOR
// ...
[Serializable]
public class ReplaceTool
{
[Foldout("Replace tool")]
[SerializeField] private GameObject _replacer;
[Foldout("Replace tool")]
[SerializeField] private bool _destroyOldSelected;
[Foldout("Replace tool")]
[SerializeField] private bool _selectNewAfterSpawn;
[Button("Replace")]
public void Replace()
{
var instances = new List<GameObject>();
var length = Selection.gameObjects.Length;
for (var i = 0; i < length; i++)
{
var g = Selection.gameObjects[i];
var instance = _replacer.EditorInstantiate(g.transform.position, g.transform.parent);
instance.transform.rotation = g.transform.rotation;
instances.Add(instance);
if (_destroyOldSelected)
{
DestroyImmediate(Selection.gameObjects[i]);
length--;
i--;
}
}
if (_selectNewAfterSpawn)
Selection.objects = instances.ToArray();
}
}
public ReplaceTool replaceTool;
[Space]
public Object[] toExport;
/*[Serializable]
public class MaterialTool
{
// [Foldout("MaterialTool")]
[SerializeField] private Color _color;
// [Foldout("MaterialTool")]
[SerializeField] private Texture _texture;
/*[Foldout("MaterialTool")]
[SerializeField] private Material _material;
private MeshRenderer[] MeshRenderers
=> Selection.gameObjects.Select(i => i.ChildrenGets<MeshRenderer>()).SelectMany(i => i).Distinct().ToArray();
private SkinnedMeshRenderer[] SkinnedMeshes
=> Selection.gameObjects.Select(i => i.ChildrenGets<SkinnedMeshRenderer>()).SelectMany(i => i).Distinct().ToArray();
public void OnWindowOpen()
{
if (!SkinnedMeshes.IsNullOrEmpty())
{
_color = SkinnedMeshes[0].sharedMaterial.color;
_texture = SkinnedMeshes[0].sharedMaterial.mainTexture;
return;
}
if (!MeshRenderers.IsNullOrEmpty())
{
_color = MeshRenderers[0].sharedMaterial.color;
_texture = MeshRenderers[0].sharedMaterial.mainTexture;
}
}
public void ApplyChanges()
{
if (!SkinnedMeshes.IsNullOrEmpty())
{
foreach (SkinnedMeshRenderer s in SkinnedMeshes)
{
/*
if (_material != null)
{
s.sharedMaterials[0] = _material;
continue;
}
s.sharedMaterial.color = _color;
s.sharedMaterial.mainTexture = _texture;
}
return;
}
if (!MeshRenderers.IsNullOrEmpty())
{
foreach (MeshRenderer s in MeshRenderers)
{
/*if (_material != null)
{
s.sharedMaterials[0] = _material;
// ....
continue;
}
s.sharedMaterial.color = _color;
s.sharedMaterial.mainTexture = _texture;
}
}
// _material = null;
}
}
public MaterialTool materialTool;
[Serializable]
public class MeshTool
{
// [Foldout("MaterialTool")]
[SerializeField] private Mesh _mesh;
[SerializeField] private bool _readWriteEnabled;
/*[Foldout("MaterialTool")]
[SerializeField] private Material _material;
private MeshFilter[] MeshFilters
=> Selection.gameObjects.Select(i => i.ChildrenGets<MeshFilter>()).SelectMany(i => i).Distinct().ToArray();
private SkinnedMeshRenderer[] SkinnedMeshes
=> Selection.gameObjects.Select(i => i.ChildrenGets<SkinnedMeshRenderer>()).SelectMany(i => i).Distinct().ToArray();
private MeshCollider[] MeshColliders
=> Selection.gameObjects.Select(i => i.ChildrenGets<MeshCollider>()).SelectMany(i => i).Distinct().ToArray();
public void OnWindowOpen()
{
if (!SkinnedMeshes.IsNullOrEmpty())
{
_mesh = SkinnedMeshes[0].sharedMesh;
_readWriteEnabled = _mesh.isReadable;
return;
}
if (!MeshFilters.IsNullOrEmpty())
{
_mesh = MeshFilters[0].sharedMesh;
_readWriteEnabled = _mesh.isReadable;
}
}
public void ApplyChanges()
{
_mesh.UploadMeshData(!_readWriteEnabled);
if (!SkinnedMeshes.IsNullOrEmpty())
{
foreach (SkinnedMeshRenderer s in SkinnedMeshes)
s.sharedMesh = _mesh;
return;
}
if (!MeshFilters.IsNullOrEmpty())
{
foreach (var s in MeshFilters)
s.mesh = _mesh;
if (!MeshColliders.IsNullOrEmpty())
{
foreach (var s in MeshColliders)
s.sharedMesh = _mesh;
}
}
}
}
public MeshTool meshTool;*/
#endif
}
}