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CrowdControl/Assets/3rd/Plugins/Easy Save 3/Editor/AutoSaveWindow.cs

277 lines
11 KiB
C#

2 months ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using ES3Internal;
namespace ES3Editor
{
[System.Serializable]
public class AutoSaveWindow : SubWindow
{
public bool showAdvancedSettings = false;
public ES3AutoSaveMgr mgr = null;
private HierarchyItem[] hierarchy = null;
public HierarchyItem selected = null;
private Vector2 hierarchyScrollPosition = Vector2.zero;
private bool sceneOpen = true;
private string searchTerm = "";
public AutoSaveWindow(EditorWindow window) : base("Auto Save", window){}
public override void OnGUI()
{
Init();
if(mgr == null)
{
EditorGUILayout.Space();
if (GUILayout.Button("Enable Auto Save for this scene"))
mgr = ES3Postprocessor.AddManagerToScene().GetComponent<ES3AutoSaveMgr>();
else
return;
}
var style = EditorStyle.Get;
using (var changeCheck = new EditorGUI.ChangeCheckScope())
{
using (var vertical = new EditorGUILayout.VerticalScope(style.areaPadded))
{
//GUILayout.Label("Settings for current scene", style.heading);
mgr.saveEvent = (ES3AutoSaveMgr.SaveEvent)EditorGUILayout.EnumPopup("Save Event", mgr.saveEvent);
mgr.loadEvent = (ES3AutoSaveMgr.LoadEvent)EditorGUILayout.EnumPopup("Load Event", mgr.loadEvent);
EditorGUILayout.Space();
showAdvancedSettings = EditorGUILayout.Foldout(showAdvancedSettings, "Show Advanced Settings");
if (showAdvancedSettings)
{
EditorGUI.indentLevel++;
mgr.key = EditorGUILayout.TextField("Key", mgr.key);
ES3SettingsEditor.Draw(mgr.settings);
EditorGUI.indentLevel--;
}
}
// Display the menu.
using (var horizontal = new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("Scene", sceneOpen ? style.menuButtonSelected : style.menuButton))
{
sceneOpen = true;
OnFocus();
}
if (GUILayout.Button("Prefabs", sceneOpen ? style.menuButton : style.menuButtonSelected))
{
sceneOpen = false;
OnFocus();
}
}
//EditorGUILayout.HelpBox("Select the Components you want to be saved.\nTo maximise performance, only select the Components with variables which need persisting.", MessageType.None, true);
if (hierarchy == null || hierarchy.Length == 0)
{
EditorGUILayout.LabelField("Right-click a prefab and select 'Easy Save 3 > Enable Easy Save for Scene' to enable Auto Save for it.\n\nYour scene will also need to reference this prefab for it to be recognised.", style.area);
return;
}
using (var scrollView = new EditorGUILayout.ScrollViewScope(hierarchyScrollPosition, style.areaPadded))
{
hierarchyScrollPosition = scrollView.scrollPosition;
using (new EditorGUILayout.HorizontalScope(GUILayout.Width(200)))
{
searchTerm = GUILayout.TextField(searchTerm, GUI.skin.FindStyle("ToolbarSeachTextField"));
if (GUILayout.Button("", GUI.skin.FindStyle("ToolbarSeachCancelButton")))
{
// Remove focus if cleared
searchTerm = "";
GUI.FocusControl(null);
}
}
EditorGUILayout.Space();
EditorGUILayout.Space();
foreach (var go in hierarchy)
if (go != null)
go.DrawHierarchy(searchTerm.ToLowerInvariant());
}
if (changeCheck.changed)
EditorUtility.SetDirty(mgr);
}
}
public void Init()
{
if (mgr == null)
{
var mgrs = Resources.FindObjectsOfTypeAll<ES3AutoSaveMgr>();
if (mgrs.Length > 0)
mgr = mgrs[0];
}
if (hierarchy == null)
OnFocus();
}
public override void OnFocus()
{
GameObject[] parentObjects;
if (sceneOpen)
parentObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
else // Prefabs
{
var prefabs = ES3ReferenceMgr.Current.prefabs;
parentObjects = new GameObject[prefabs.Count];
for (int i = 0; i < prefabs.Count; i++)
if(prefabs[i] != null)
parentObjects[i] = prefabs[i].gameObject;
}
hierarchy = new HierarchyItem[parentObjects.Length];
for (int i = 0; i < parentObjects.Length; i++)
if(parentObjects[i] != null)
hierarchy[i] = new HierarchyItem(parentObjects[i].transform, null, this);
}
public class HierarchyItem
{
private ES3AutoSave autoSave;
private Transform t;
private Component[] components = null;
// Immediate children of this GameObject
private HierarchyItem[] children = new HierarchyItem[0];
private bool showComponents = false;
//private AutoSaveWindow window;
public HierarchyItem(Transform t, HierarchyItem parent, AutoSaveWindow window)
{
this.autoSave = t.GetComponent<ES3AutoSave>();
this.t = t;
this.components = t.GetComponents<Component>();
children = new HierarchyItem[t.childCount];
for (int i = 0; i < t.childCount; i++)
children[i] = new HierarchyItem(t.GetChild(i), this, window);
//this.window = window;
}
public void MergeDown(ES3AutoSave autoSave)
{
if (this.autoSave != autoSave)
{
if (this.autoSave != null)
{
autoSave.componentsToSave.AddRange(autoSave.componentsToSave);
Object.DestroyImmediate(this.autoSave);
}
this.autoSave = autoSave;
}
foreach (var child in children)
MergeDown(autoSave);
}
public void DrawHierarchy(string searchTerm)
{
bool containsSearchTerm = t.name.ToLowerInvariant().Contains(searchTerm);
if (containsSearchTerm)
{
GUIContent saveIcon;
EditorGUIUtility.SetIconSize(new Vector2(16, 16));
if (HasSelectedComponents())
saveIcon = new GUIContent(t.name, EditorStyle.Get.saveIconSelected, "There are Components on this GameObject which will be saved.");
else
saveIcon = new GUIContent(t.name, EditorStyle.Get.saveIconUnselected, "No Components on this GameObject will be saved");
GUIStyle style = GUI.skin.GetStyle("Foldout");
if (Selection.activeTransform == t)
{
style = new GUIStyle(style);
style.fontStyle = FontStyle.Bold;
}
var open = EditorGUILayout.Foldout(showComponents, saveIcon, style);
if (open)
{
// Ping the GameObject if this was previously closed
if (showComponents != open)
EditorGUIUtility.PingObject(t.gameObject);
DrawComponents();
}
showComponents = open;
EditorGUI.indentLevel += 1;
}
// Draw children
foreach (var child in children)
child.DrawHierarchy(searchTerm);
if(containsSearchTerm)
EditorGUI.indentLevel-=1;
}
public void DrawComponents()
{
EditorGUI.indentLevel+=3;
using (var scope = new EditorGUILayout.VerticalScope())
{
foreach (var component in components)
{
if (component == null)
continue;
using (var horizontalScope = new EditorGUILayout.HorizontalScope())
{
bool saveComponent = false;
if (autoSave != null)
saveComponent = autoSave.componentsToSave.Contains(component);
var newValue = EditorGUILayout.ToggleLeft(EditorGUIUtility.ObjectContent(component, component.GetType()), saveComponent);
// If the checkbox has changed, we want to save or not save a Component
if (newValue != saveComponent)
{
if (autoSave == null)
{
autoSave = t.gameObject.AddComponent<ES3AutoSave>();
autoSave.saveChildren = false;
}
// If we've unchecked the box, remove the Component from the array.
if (newValue == false)
autoSave.componentsToSave.Remove(component);
// Else, add it to the array.
else
autoSave.componentsToSave.Add(component);
}
if(GUILayout.Button(EditorGUIUtility.IconContent("_Popup"), new GUIStyle("Label")))
ES3Window.InitAndShowTypes(component.GetType());
}
}
}
EditorGUI.indentLevel-=3;
}
public bool HasSelectedComponents()
{
if (autoSave != null)
foreach (var component in components)
if (component != null && autoSave.componentsToSave.Contains(component))
return true;
return false;
}
}
}
}