using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using RPGCreationKit;
using RPGCreationKit.CellsSystem;
using System;
using UnityEditorInternal;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using RPGCreationKit.PersistentReferences;
namespace RPGCreationKit.RCKEditor
{
///
/// Window that allows to assemble and correctly setup the persistent references among all the scenes you choose to reference.
///
public class PersistentReferencesAssemblerWindow : EditorWindow
{
[SerializeField]
SerializedObject sObject;
bool assembleWorldspace = true;
Worldspace worldspaceToAssemble;
[SerializeField]
ReorderableList scenesToAssembleList;
[SerializeField]
List scenesToAssemble;
Vector2 scenesScrollView;
SerializedProperty property;
static PersistentReferenceManager editorPRefManager;
[MenuItem("RPG Creation Kit/Persistent References Assembler Window")]
private static void OpenWindow()
{
PersistentReferencesAssemblerWindow window = GetWindow();
// Set Title
Texture icon = AssetDatabase.LoadAssetAtPath(EditorIconsPath.RPGCKEditorWindowIcon);
GUIContent titleContent = new GUIContent("PRefs Assembler", icon);
window.titleContent = titleContent;
}
private void Awake()
{
scenesToAssemble = new List();
ScriptableObject target = this;
sObject = new SerializedObject(target);
property = sObject.FindProperty("scenesToAssemble");
scenesToAssembleList = new ReorderableList(sObject, sObject.FindProperty("scenesToAssemble"), true, true, true, true);
scenesToAssembleList.list = scenesToAssemble;
}
private void OnGUI()
{
GUIStyle TitleStyle = new GUIStyle(GUI.skin.label) { alignment = TextAnchor.MiddleCenter };
TitleStyle.fontSize = 20;
TitleStyle.font = (Font)AssetDatabase.LoadAssetAtPath("Assets/RPG Creation Kit/Fonts/monofonto.ttf");
GUIStyle ButtonStyle = new GUIStyle(GUI.skin.button) { alignment = TextAnchor.MiddleCenter };
ButtonStyle.border = new RectOffset(2, 2, 2, 2);
ButtonStyle.fontSize = 16;
ButtonStyle.font = (Font)AssetDatabase.LoadAssetAtPath("Assets/RPG Creation Kit/Fonts/monofonto.ttf");
if(sObject == null)
{
ScriptableObject target = this;
sObject = new SerializedObject(target);
property = sObject.FindProperty("scenesToAssemble");
}
if (scenesToAssembleList == null)
{
scenesToAssembleList = new ReorderableList(sObject, sObject.FindProperty("scenesToAssemble"), true, true, true, true);
scenesToAssembleList.list = scenesToAssemble;
}
EditorGUILayout.BeginHorizontal("box");
EditorGUILayout.LabelField("Persistent References Assembler", TitleStyle);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.HelpBox("This window allows you to assemble and correctly setup the persistent references among all the scenes you choose to reference.", MessageType.Info);
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.BeginVertical("box");
EditorGUILayout.BeginHorizontal("box", GUILayout.MaxWidth(50));
EditorGUILayout.LabelField("Assemble: ", GUILayout.MaxWidth(65));
if (GUILayout.Button(new GUIContent((assembleWorldspace) ? "Worldspace" : "Scenes"), GUILayout.MaxWidth(120)))
{
// create the menu and add items to it
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Worldspace"), false, Callback, true);
menu.AddItem(new GUIContent("Individual Scenes"), false, Callback, false);
menu.ShowAsContext();
}
EditorGUILayout.EndHorizontal();
if (assembleWorldspace)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PrefixLabel("Add from worldspace:");
worldspaceToAssemble = (Worldspace)EditorGUILayout.ObjectField(worldspaceToAssemble, typeof(Worldspace), false, GUILayout.MaxWidth(250));
GUI.enabled = (worldspaceToAssemble != null);
if (GUILayout.Button("Add scenes", GUILayout.ExpandWidth(false)))
{
for (int i = 0; i < worldspaceToAssemble.cells.Length; i++)
{
scenesToAssembleList.list.Add((SceneReferenceLite)worldspaceToAssemble.cells[i].sceneRef);
}
sObject.Update();
}
EditorGUILayout.EndHorizontal();
}
GUI.enabled = true;
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
scenesScrollView =
EditorGUILayout.BeginScrollView(scenesScrollView, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.MaxHeight(300.0f));
scenesToAssembleList.DoLayoutList();
scenesToAssembleList.drawHeaderCallback = (Rect rect) =>
{
EditorGUI.LabelField(rect, "Scenes To Assemble");
};
scenesToAssembleList.drawElementCallback =
(Rect rect, int index, bool isActive, bool isFocused) =>
{
var element = property.GetArrayElementAtIndex(index);
rect.y += 2;
EditorGUI.LabelField(rect, "Scene: " + index.ToString());
rect.x += 65;
rect.xMax -= 65;
EditorGUI.PropertyField(
rect,
element, GUIContent.none);
};
EditorGUILayout.EndScrollView();
EditorGUILayout.EndVertical();
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Clear All", GUILayout.ExpandWidth(false)))
ClearScenesToAssemble();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(30);
if (GUILayout.Button("ASSEMBLE ALL", ButtonStyle))
AssembleAll();
}
private void AssembleAll()
{
if (scenesToAssembleList.list.Count <= 0)
EditorUtility.DisplayDialog("Persistent References Assembler", "You haven't assigned any scenes to assemble.", "Close");
else
{
if(EditorUtility.DisplayDialog("Persistent References Assembler", "Are you sure to assemble " + scenesToAssembleList.list.Count + " scenes? Assembling scenes may take several minutes, depending on the number of scenes, their complexity and the number of Persistent References in them.", "Assemble", "Cancel"))
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
// Loads the _PersistentReferences_ scene
string[] guidsPR = AssetDatabase.FindAssets("t:scene _PersistentReferences_");
var pRefScene = EditorSceneManager.OpenScene(AssetDatabase.GUIDToAssetPath(guidsPR[0]), OpenSceneMode.Single);
// Get a reference to the PersistentReferenceManager
editorPRefManager = FindObjectOfType();
if (editorPRefManager == null)
{
// Abort
Debug.LogError("No prefmanager");
return;
}
for (int i = 0; i < scenesToAssemble.Count; i++)
{
EditorUtility.DisplayProgressBar("Assembling Persistent References...", "Working on " + scenesToAssemble[i].SceneName, ((float)i) / (float)scenesToAssemble.Count);
// If reference is not assigned, skip.
if (scenesToAssemble[i] == null)
continue;
// Load the current scene
var loadedScene = EditorSceneManager.OpenScene(scenesToAssemble[i].ScenePath, OpenSceneMode.Additive);
EditorSceneManager.SetActiveScene(loadedScene);
PersistentReference[] references = FindObjectsOfType();
Debug.Log("Assembled " + references.Length + " references.");
for (int j = 0; j < references.Length; j++)
editorPRefManager.RegisterPersistentReference(references[j]);
EditorSceneManager.MarkSceneDirty(loadedScene);
EditorSceneManager.SaveScene(loadedScene);
EditorSceneManager.CloseScene(loadedScene, true);
}
EditorUtility.ClearProgressBar();
EditorSceneManager.MarkSceneDirty(pRefScene);
EditorSceneManager.SaveScene(pRefScene);
}
}
}
}
private void ClearScenesToAssemble()
{
scenesToAssembleList.list.Clear();
sObject.Update();
}
private void Callback(object _val)
{
assembleWorldspace = (bool)_val;
}
}
}