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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/TemporarySettings.cs

171 lines
6.7 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only]
/// Stores data which needs to survive assembly reloading (such as from script compilation), but can be discarded
/// when the Unity Editor is closed.
/// </summary>
internal sealed class TemporarySettings : ScriptableObject
{
/************************************************************************************************************************/
#region Instance
/************************************************************************************************************************/
private static TemporarySettings _Instance;
/// <summary>
/// Finds an existing instance of this class or creates a new one.
/// </summary>
public static TemporarySettings Instance
{
get
{
if (_Instance == null)
{
var instances = Resources.FindObjectsOfTypeAll<TemporarySettings>();
if (instances.Length > 0)
{
_Instance = instances[0];
}
else
{
_Instance = CreateInstance<TemporarySettings>();
_Instance.hideFlags = HideFlags.HideAndDontSave | HideFlags.DontUnloadUnusedAsset;
}
}
return _Instance;
}
}
/************************************************************************************************************************/
private void OnEnable()
{
OnEnableSelection();
}
private void OnDisable()
{
OnDisableSelection();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Event Selection
/************************************************************************************************************************/
private readonly Dictionary<Object, Dictionary<string, int>>
ObjectToPropertyPathToSelectedEvent = new Dictionary<Object, Dictionary<string, int>>();
/************************************************************************************************************************/
public int GetSelectedEvent(SerializedProperty property)
{
Dictionary<string, int> pathToSelection;
if (!ObjectToPropertyPathToSelectedEvent.TryGetValue(property.serializedObject.targetObject, out pathToSelection))
return -1;
int selection;
if (pathToSelection.TryGetValue(property.propertyPath, out selection))
return selection;
else
return -1;
}
/************************************************************************************************************************/
public void SetSelectedEvent(SerializedProperty property, int eventIndex)
{
var pathToSelection = GetOrCreatePathToSelection(property.serializedObject.targetObject);
if (eventIndex >= 0)
pathToSelection[property.propertyPath] = eventIndex;
else
pathToSelection.Remove(property.propertyPath);
}
/************************************************************************************************************************/
private Dictionary<string, int> GetOrCreatePathToSelection(Object obj)
{
Dictionary<string, int> pathToSelection;
if (!ObjectToPropertyPathToSelectedEvent.TryGetValue(obj, out pathToSelection))
{
ObjectToPropertyPathToSelectedEvent.Add(obj,
pathToSelection = new Dictionary<string, int>());
}
return pathToSelection;
}
/************************************************************************************************************************/
[SerializeField] private Serialization.ObjectReference[] _EventSelectionObjects;
[SerializeField] private string[] _EventSelectionPropertyPaths;
[SerializeField] private int[] _EventSelectionIndices;
/************************************************************************************************************************/
private void OnDisableSelection()
{
var objects = new List<Serialization.ObjectReference>();
var paths = new List<string>();
var indices = new List<int>();
foreach (var objectToSelection in ObjectToPropertyPathToSelectedEvent)
{
foreach (var pathToSelection in objectToSelection.Value)
{
objects.Add(objectToSelection.Key);
paths.Add(pathToSelection.Key);
indices.Add(pathToSelection.Value);
}
}
_EventSelectionObjects = objects.ToArray();
_EventSelectionPropertyPaths = paths.ToArray();
_EventSelectionIndices = indices.ToArray();
}
/************************************************************************************************************************/
private void OnEnableSelection()
{
if (_EventSelectionObjects == null ||
_EventSelectionPropertyPaths == null ||
_EventSelectionIndices == null)
return;
var count = _EventSelectionObjects.Length;
if (count > _EventSelectionPropertyPaths.Length)
count = _EventSelectionPropertyPaths.Length;
if (count > _EventSelectionIndices.Length)
count = _EventSelectionIndices.Length;
for (int i = 0; i < count; i++)
{
var obj = _EventSelectionObjects[i];
if (obj.IsValid())
{
var pathToSelection = GetOrCreatePathToSelection(obj);
pathToSelection.Add(_EventSelectionPropertyPaths[i], _EventSelectionIndices[i]);
}
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif