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CrowdControl/Assets/3rd/StompyRobot/SRDebugger/Scripts/Editor/SRDebugEditor.cs

308 lines
13 KiB
C#

1 month ago
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace SRDebugger.Editor
{
public static partial class SRDebugEditor
{
internal const string DisableSRDebuggerCompileDefine = "DISABLE_SRDEBUGGER";
/// <summary>
/// Is SRDebugger currently enabled or disabled.
/// </summary>
public static readonly bool IsEnabled =
#if DISABLE_SRDEBUGGER
false
#else
true
#endif
;
/// <summary>
/// Set SRDebugger to be enabled or disabled.
/// This is a synchronous operation, which means calling this as part of a build pipeline should be possible.
/// </summary>
/// <param name="enable"></param>
public static void SetEnabled(bool enable)
{
if (EditorApplication.isPlaying || EditorApplication.isCompiling)
{
Debug.LogError(
"[SRDebugger.SetEnabled] Can't change SRDebugger enabled state while in play mode or compiling scripts.");
throw new InvalidOperationException(
"Can't change SRDebugger enabled state while in play mode or compiling scripts.");
}
#if !DISABLE_SRDEBUGGER
AssetDatabase.SaveAssets(); // In case any pending changes to files about to be moved
// Try and unload the settings asset to prevent errors later (harmless error, but annoying)
SRInternalEditorUtil.EditorSettings.ClearCache();
GC.Collect();
EditorUtility.UnloadUnusedAssetsImmediate(true);
#endif
AssetDatabase.ReleaseCachedFileHandles();
SetCompileDefine(DisableSRDebuggerCompileDefine, !enable);
SetResourcesEnabled(enable);
ForceRecompile();
}
/// <summary>
/// Runs through a series of integrity checks that are fast to perform.
/// </summary>
internal static IEnumerable<IntegrityIssue> QuickIntegrityCheck()
{
int enabledCount = 0;
int disabledCount = 0;
foreach (ResourceDirectory directory in GetResourcePaths())
{
if (directory.IsEnabled && directory.IsDisabled)
{
yield return new SomeResourcesAreEnabledAndDisabledIntegrityIssue();
yield break;
}
if (directory.IsEnabled) enabledCount++;
if (directory.IsDisabled) disabledCount++;
}
if (enabledCount > 0 && disabledCount > 0)
{
#if DISABLE_SRDEBUGGER
yield return new SomeResourcesEnabledIntegrityIssue();
#else
yield return new SomeResourcesDisabledIntegrityIssue();
#endif
yield break; // Don't do any further resource-related checks.
}
if (!IsEnabled && enabledCount > 0)
{
yield return new ScriptsDisabledButResourcesEnabled();
}
if (IsEnabled && disabledCount > 0)
{
yield return new ScriptsEnabledButResourcesDisabled();
}
}
internal static void DrawDisabledWindowGui(ref bool isWorking)
{
SRInternalEditorUtil.BeginDrawBackground();
SRInternalEditorUtil.DrawLogo(SRInternalEditorUtil.GetLogo());
SRInternalEditorUtil.EndDrawBackground();
// Draw header/content divider
EditorGUILayout.BeginVertical(SRInternalEditorUtil.Styles.SettingsHeaderBoxStyle);
EditorGUILayout.EndVertical();
GUILayout.Label("SRDebugger Disabled", SRInternalEditorUtil.Styles.InspectorHeaderStyle);
GUILayout.Label(
"SRDebugger is currently disabled. SRDebugger must be enabled in order to access editor features.",
SRInternalEditorUtil.Styles.ParagraphLabel);
EditorGUILayout.HelpBox("Enabling SRDebugger will result in the tools being included in all builds of your game until it is disabled again.", MessageType.Warning);
GUILayout.Label("• "+ DisableSRDebuggerCompileDefine + " compiler define will be removed from all build configurations.", SRInternalEditorUtil.Styles.ListBulletPoint);
GUILayout.Label("• Disabled SRDebugger folders will be renamed so Unity imports them.", SRInternalEditorUtil.Styles.ListBulletPoint);
GUILayout.Label("• You can disable SRDebugger again at any time.", SRInternalEditorUtil.Styles.ListBulletPoint);
if (isWorking && !EditorApplication.isCompiling && !EditorApplication.isUpdating)
{
isWorking = false;
}
if (isWorking)
{
using (new EditorGUI.DisabledGroupScope(true))
{
GUILayout.Button("Working...");
}
}
else if (GUILayout.Button("Enable SRDebugger"))
{
isWorking = true;
try
{
SetEnabled(true);
}
catch (Exception)
{
isWorking = false;
throw;
}
}
}
#if DISABLE_SRDEBUGGER
class SomeResourcesEnabledIntegrityIssue : IntegrityIssue
{
private new const string Title = "Some SRDebugger resources are enabled.";
private new const string Description =
"SRDebugger is disabled, but some SRDebugger resource directories are enabled. \n\n" +
"This can occur if an unhandled error occurs while SRDebugger is being enabled or disabled, or if the resource directories are modified by hand.";
public SomeResourcesEnabledIntegrityIssue() : base(Title, Description)
{
}
protected override IEnumerable<Fix> CreateFixes()
{
yield return new DelegateFix(
"Disable all SRDebugger resources",
"All resource directories will be disabled.",
() => { SetResourcesEnabled(false); });
yield return new DelegateFix(
"Enable SRDebugger",
"Fully enable SRDebugger (activate scripts and enable resources).",
() => { SetEnabled(true); });
}
}
#else
class SomeResourcesDisabledIntegrityIssue : IntegrityIssue
{
private new const string Title = "Some SRDebugger resources are disabled.";
private new const string Description =
"SRDebugger is enabled, but some SRDebugger resource directories are disabled. \n\n" +
"This can occur if an unhandled error occurs while SRDebugger is being enabled or disabled, or if the resource directories are modified by hand.";
public SomeResourcesDisabledIntegrityIssue() : base(Title, Description)
{
}
protected override IEnumerable<Fix> CreateFixes()
{
yield return new DelegateFix(
"Enable all SRDebugger resources",
"All resource directories will be enabled.",
() => { SetResourcesEnabled(true); });
yield return new DelegateFix(
"Disable SRDebugger",
"Fully disable SRDebugger (deactivate scripts, exclude all resources from builds of your game).",
() => { SetEnabled(false); });
}
}
#endif
class SomeResourcesAreEnabledAndDisabledIntegrityIssue : IntegrityIssue
{
private new const string Title = "Duplicate SRDebugger resource directories";
private new const string Description =
"Some SRDebugger resource directories exist in both an enabled and disabled state. \n\n" +
"This can occur if a new version of SRDebugger is installed while SRDebugger is disabled, or if an unhandled error occurs while SRDebugger is being enabled/disabled.";
public SomeResourcesAreEnabledAndDisabledIntegrityIssue() : base(Title, Description)
{
}
protected override IEnumerable<Fix> CreateFixes()
{
if (!IsEnabled)
{
var deletePaths = GetResourcePaths().Where(p => p.IsDisabled && p.IsEnabled).ToList();
string paths = " - " + string.Join("\n - ", deletePaths
.SelectMany(p => new string[] { p.DisabledPath, p.DisabledPathBackupMetaFile }).ToArray());
yield return new DelegateFix(
"Keep enabled resources, disable SRDebugger",
"If you have just installed a new version of SRDebugger, this will keep the most up-to-date resources from the imported package. SRDebugger will be disabled after the old resources are deleted. \n\n The following paths will be deleted: \n\n" + paths,
() =>
{
foreach (ResourceDirectory rd in GetResourcePaths())
{
if (rd.IsEnabled && rd.IsDisabled)
{
Debug.Log("[SRDebugger] Delete Path: " + rd.DisabledPath);
Directory.Delete(rd.DisabledPath, true);
Debug.Log("[SRDebugger] Delete File: " + rd.DisabledPathBackupMetaFile);
File.Delete(rd.DisabledPathBackupMetaFile);
}
}
SetEnabled(false);
});
}
}
}
class ScriptsDisabledButResourcesEnabled : IntegrityIssue
{
private new const string Title = "SRDebugger resources are enabled while scripts are disabled";
private new const string Description =
"SRDebugger's resources directories are enabled, but SRDebugger scripts are disabled. \n" +
"This can occur if the resource directories or if the C# compile defines are modified manually.";
public ScriptsDisabledButResourcesEnabled() : base(Title, Description)
{
}
protected override IEnumerable<Fix> CreateFixes()
{
yield return new DelegateFix(
"Enable SRDebugger scripts",
"Remove compiler define (" + DisableSRDebuggerCompileDefine + ") SRDebugger can be disabled again from the settings menu.",
() =>
{
SetCompileDefine(DisableSRDebuggerCompileDefine, false);
});
yield return new DelegateFix(
"Disable SRDebugger resources",
"Resources will no longer be included in builds of your game (you can enable SRDebugger from the settings menu later)",
() =>
{
SetResourcesEnabled(false);
});
}
}
class ScriptsEnabledButResourcesDisabled : IntegrityIssue
{
private new const string Title = "SRDebugger scripts are enabled while resources are disabled.";
private new const string Description =
"SRDebugger resources directories are disabled, but SRDebugger scripts are still enabled. \n" +
"This can occur if the resource directories or C# compile defines are modified manually.";
public ScriptsEnabledButResourcesDisabled() : base(Title, Description)
{
}
protected override IEnumerable<Fix> CreateFixes()
{
yield return new DelegateFix(
"Disable SRDebugger scripts",
"Add compiler define (" + DisableSRDebuggerCompileDefine + ") to disable SRDebugger scripts (you can re-enable SRDebugger from the settings menu later)",
() =>
{
SetCompileDefine(DisableSRDebuggerCompileDefine, true);
});
yield return new DelegateFix(
"Enable SRDebugger resources",
"Resources will be included in builds of your game (you can disable SRDebugger from the settings menu later)",
() =>
{
SetResourcesEnabled(true);
});
}
}
}
}