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335 lines
14 KiB
C#
335 lines
14 KiB
C#
2 months ago
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine.AI;
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using UnityEngine;
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namespace UnityEditor.AI
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{
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public class NavMeshAssetManager : ScriptableSingleton<NavMeshAssetManager>
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{
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internal struct AsyncBakeOperation
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{
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public NavMeshSurface surface;
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public NavMeshData bakeData;
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public AsyncOperation bakeOperation;
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}
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List<AsyncBakeOperation> m_BakeOperations = new List<AsyncBakeOperation>();
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internal List<AsyncBakeOperation> GetBakeOperations() { return m_BakeOperations; }
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struct SavedPrefabNavMeshData
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{
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public NavMeshSurface surface;
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public NavMeshData navMeshData;
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}
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List<SavedPrefabNavMeshData> m_PrefabNavMeshDataAssets = new List<SavedPrefabNavMeshData>();
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static string GetAndEnsureTargetPath(NavMeshSurface surface)
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{
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// Create directory for the asset if it does not exist yet.
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var activeScenePath = surface.gameObject.scene.path;
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var targetPath = "Assets";
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if (!string.IsNullOrEmpty(activeScenePath))
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{
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targetPath = Path.Combine(Path.GetDirectoryName(activeScenePath), Path.GetFileNameWithoutExtension(activeScenePath));
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}
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else
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{
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var prefabStage = PrefabStageUtility.GetPrefabStage(surface.gameObject);
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var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(surface.gameObject);
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if (isPartOfPrefab)
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{
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#if UNITY_2020_1_OR_NEWER
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var assetPath = prefabStage.assetPath;
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#else
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var assetPath = prefabStage.prefabAssetPath;
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#endif
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if (!string.IsNullOrEmpty(assetPath))
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{
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var prefabDirectoryName = Path.GetDirectoryName(assetPath);
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if (!string.IsNullOrEmpty(prefabDirectoryName))
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targetPath = prefabDirectoryName;
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}
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}
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}
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if (!Directory.Exists(targetPath))
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Directory.CreateDirectory(targetPath);
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return targetPath;
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}
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static void CreateNavMeshAsset(NavMeshSurface surface)
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{
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var targetPath = GetAndEnsureTargetPath(surface);
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var combinedAssetPath = Path.Combine(targetPath, "NavMesh-" + surface.name + ".asset");
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combinedAssetPath = AssetDatabase.GenerateUniqueAssetPath(combinedAssetPath);
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AssetDatabase.CreateAsset(surface.navMeshData, combinedAssetPath);
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}
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NavMeshData GetNavMeshAssetToDelete(NavMeshSurface navSurface)
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{
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if (PrefabUtility.IsPartOfPrefabInstance(navSurface) && !PrefabUtility.IsPartOfModelPrefab(navSurface))
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{
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// Don't allow deleting the asset belonging to the prefab parent
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var parentSurface = PrefabUtility.GetCorrespondingObjectFromSource(navSurface) as NavMeshSurface;
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if (parentSurface && navSurface.navMeshData == parentSurface.navMeshData)
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return null;
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}
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// Do not delete the NavMeshData asset referenced from a prefab until the prefab is saved
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var prefabStage = PrefabStageUtility.GetPrefabStage(navSurface.gameObject);
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var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(navSurface.gameObject);
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if (isPartOfPrefab && IsCurrentPrefabNavMeshDataStored(navSurface))
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return null;
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return navSurface.navMeshData;
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}
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void ClearSurface(NavMeshSurface navSurface)
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{
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var hasNavMeshData = navSurface.navMeshData != null;
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StoreNavMeshDataIfInPrefab(navSurface);
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var assetToDelete = GetNavMeshAssetToDelete(navSurface);
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navSurface.RemoveData();
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if (hasNavMeshData)
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{
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SetNavMeshData(navSurface, null);
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EditorSceneManager.MarkSceneDirty(navSurface.gameObject.scene);
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}
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if (assetToDelete)
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AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(assetToDelete));
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}
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public void StartBakingSurfaces(UnityEngine.Object[] surfaces)
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{
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// Remove first to avoid double registration of the callback
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EditorApplication.update -= UpdateAsyncBuildOperations;
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EditorApplication.update += UpdateAsyncBuildOperations;
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foreach (NavMeshSurface surf in surfaces)
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{
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StoreNavMeshDataIfInPrefab(surf);
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var oper = new AsyncBakeOperation();
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oper.bakeData = InitializeBakeData(surf);
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oper.bakeOperation = surf.UpdateNavMesh(oper.bakeData);
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oper.surface = surf;
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m_BakeOperations.Add(oper);
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}
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}
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static NavMeshData InitializeBakeData(NavMeshSurface surface)
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{
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var emptySources = new List<NavMeshBuildSource>();
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var emptyBounds = new Bounds();
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return UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(surface.GetBuildSettings(), emptySources, emptyBounds
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, surface.transform.position, surface.transform.rotation);
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}
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void UpdateAsyncBuildOperations()
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{
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foreach (var oper in m_BakeOperations)
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{
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if (oper.surface == null || oper.bakeOperation == null)
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continue;
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if (oper.bakeOperation.isDone)
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{
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var surface = oper.surface;
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var delete = GetNavMeshAssetToDelete(surface);
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if (delete != null)
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AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(delete));
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surface.RemoveData();
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SetNavMeshData(surface, oper.bakeData);
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if (surface.isActiveAndEnabled)
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surface.AddData();
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CreateNavMeshAsset(surface);
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EditorSceneManager.MarkSceneDirty(surface.gameObject.scene);
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}
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}
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m_BakeOperations.RemoveAll(o => o.bakeOperation == null || o.bakeOperation.isDone);
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if (m_BakeOperations.Count == 0)
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EditorApplication.update -= UpdateAsyncBuildOperations;
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}
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public bool IsSurfaceBaking(NavMeshSurface surface)
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{
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if (surface == null)
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return false;
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foreach (var oper in m_BakeOperations)
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{
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if (oper.surface == null || oper.bakeOperation == null)
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continue;
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if (oper.surface == surface)
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return true;
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}
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return false;
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}
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public void ClearSurfaces(UnityEngine.Object[] surfaces)
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{
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foreach (NavMeshSurface s in surfaces)
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ClearSurface(s);
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}
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static void SetNavMeshData(NavMeshSurface navSurface, NavMeshData navMeshData)
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{
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var so = new SerializedObject(navSurface);
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var navMeshDataProperty = so.FindProperty("m_NavMeshData");
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navMeshDataProperty.objectReferenceValue = navMeshData;
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so.ApplyModifiedPropertiesWithoutUndo();
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}
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void StoreNavMeshDataIfInPrefab(NavMeshSurface surfaceToStore)
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{
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var prefabStage = PrefabStageUtility.GetPrefabStage(surfaceToStore.gameObject);
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var isPartOfPrefab = prefabStage != null && prefabStage.IsPartOfPrefabContents(surfaceToStore.gameObject);
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if (!isPartOfPrefab)
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return;
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// check if data has already been stored for this surface
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foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
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if (storedAssetInfo.surface == surfaceToStore)
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return;
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if (m_PrefabNavMeshDataAssets.Count == 0)
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{
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PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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PrefabStage.prefabSaving += DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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PrefabStage.prefabStageClosing += ForgetUnsavedNavMeshDataChanges;
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}
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var isDataOwner = true;
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if (PrefabUtility.IsPartOfPrefabInstance(surfaceToStore) && !PrefabUtility.IsPartOfModelPrefab(surfaceToStore))
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{
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var basePrefabSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceToStore) as NavMeshSurface;
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isDataOwner = basePrefabSurface == null || surfaceToStore.navMeshData != basePrefabSurface.navMeshData;
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}
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m_PrefabNavMeshDataAssets.Add(new SavedPrefabNavMeshData { surface = surfaceToStore, navMeshData = isDataOwner ? surfaceToStore.navMeshData : null });
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}
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bool IsCurrentPrefabNavMeshDataStored(NavMeshSurface surface)
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{
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if (surface == null)
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return false;
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foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
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{
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if (storedAssetInfo.surface == surface)
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return storedAssetInfo.navMeshData == surface.navMeshData;
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}
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return false;
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}
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void DeleteStoredNavMeshDataAssetsForOwnedSurfaces(GameObject gameObjectInPrefab)
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{
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// Debug.LogFormat("DeleteStoredNavMeshDataAsset() when saving prefab {0}", gameObjectInPrefab.name);
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var surfaces = gameObjectInPrefab.GetComponentsInChildren<NavMeshSurface>(true);
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foreach (var surface in surfaces)
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DeleteStoredPrefabNavMeshDataAsset(surface);
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}
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void DeleteStoredPrefabNavMeshDataAsset(NavMeshSurface surface)
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{
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for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
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{
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var storedAssetInfo = m_PrefabNavMeshDataAssets[i];
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if (storedAssetInfo.surface == surface)
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{
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var storedNavMeshData = storedAssetInfo.navMeshData;
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if (storedNavMeshData != null && storedNavMeshData != surface.navMeshData)
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{
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var assetPath = AssetDatabase.GetAssetPath(storedNavMeshData);
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AssetDatabase.DeleteAsset(assetPath);
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}
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m_PrefabNavMeshDataAssets.RemoveAt(i);
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break;
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}
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}
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if (m_PrefabNavMeshDataAssets.Count == 0)
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{
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PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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}
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}
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void ForgetUnsavedNavMeshDataChanges(PrefabStage prefabStage)
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{
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// Debug.Log("On prefab closing - forget about this object's surfaces and stop caring about prefab saving");
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if (prefabStage == null)
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return;
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var allSurfacesInPrefab = prefabStage.prefabContentsRoot.GetComponentsInChildren<NavMeshSurface>(true);
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NavMeshSurface surfaceInPrefab = null;
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var index = 0;
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do
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{
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if (allSurfacesInPrefab.Length > 0)
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surfaceInPrefab = allSurfacesInPrefab[index];
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for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
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{
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var storedPrefabInfo = m_PrefabNavMeshDataAssets[i];
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if (storedPrefabInfo.surface == null)
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{
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// Debug.LogFormat("A surface from the prefab got deleted after it has baked a new NavMesh but it hasn't saved it. Now the unsaved asset gets deleted. ({0})", storedPrefabInfo.navMeshData);
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// surface got deleted, thus delete its initial NavMeshData asset
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if (storedPrefabInfo.navMeshData != null)
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{
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var assetPath = AssetDatabase.GetAssetPath(storedPrefabInfo.navMeshData);
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AssetDatabase.DeleteAsset(assetPath);
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}
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m_PrefabNavMeshDataAssets.RemoveAt(i);
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}
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else if (surfaceInPrefab != null && storedPrefabInfo.surface == surfaceInPrefab)
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{
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//Debug.LogFormat("The surface {0} from the prefab was storing the original navmesh data and now will be forgotten", surfaceInPrefab);
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var baseSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceInPrefab) as NavMeshSurface;
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if (baseSurface == null || surfaceInPrefab.navMeshData != baseSurface.navMeshData)
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{
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var assetPath = AssetDatabase.GetAssetPath(surfaceInPrefab.navMeshData);
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AssetDatabase.DeleteAsset(assetPath);
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//Debug.LogFormat("The surface {0} from the prefab has baked new NavMeshData but did not save this change so the asset has been now deleted. ({1})",
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// surfaceInPrefab, assetPath);
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}
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m_PrefabNavMeshDataAssets.RemoveAt(i);
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}
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}
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} while (++index < allSurfacesInPrefab.Length);
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if (m_PrefabNavMeshDataAssets.Count == 0)
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{
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PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
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PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
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}
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}
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}
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}
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