959e80cf72
assets upload description.
465 lines
18 KiB
C#
465 lines
18 KiB
C#
// Author: JohannesMP (2018-08-12)
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//
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// A wrapper that provides the means to safely serialize Scene Asset References.
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//
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// Internally we serialize an Object to the SceneAsset which only exists at editor time.
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// Any time the object is serialized, we store the path provided by this Asset (assuming it was valid).
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//
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// This means that, come build time, the string path of the scene asset is always already stored, which if
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// the scene was added to the build settings means it can be loaded.
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//
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// It is up to the user to ensure the scene exists in the build settings so it is loadable at runtime.
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// To help with this, a custom PropertyDrawer displays the scene build settings state.
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//
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// Known issues:
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// - When reverting back to a prefab which has the asset stored as null, Unity will show the property
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// as modified despite having just reverted. This only happens the fist time, and reverting again
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//
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using System.IO;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[System.Serializable]
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public class SceneReference : SceneReferenceLite, ISerializationCallbackReceiver
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{
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Display a Scene Reference object in the editor.
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/// If scene is valid, provides basic buttons to interact with the scene's role in Build Settings.
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/// </summary>
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[CustomPropertyDrawer(typeof(SceneReference))]
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public class SceneReferencePropertyDrawer : PropertyDrawer
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{
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// The exact name of the asset Object variable in the SceneReference object
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const string sceneAssetPropertyString = "sceneAsset";
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// The exact name of the scene Path variable in the SceneReference object
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const string scenePathPropertyString = "scenePath";
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static readonly RectOffset boxPadding = EditorStyles.helpBox.padding;
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static readonly float padSize = 2f;
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static readonly float lineHeight = EditorGUIUtility.singleLineHeight;
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static readonly float paddedLine = lineHeight + padSize;
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static readonly float footerHeight = 10f;
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/// <summary>
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/// Drawing the 'SceneReference' property
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/// </summary>
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var sceneAssetProperty = GetSceneAssetProperty(property);
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// Draw the Box Background
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position.height -= footerHeight;
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GUI.Box(EditorGUI.IndentedRect(position), GUIContent.none, EditorStyles.helpBox);
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position = boxPadding.Remove(position);
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position.height = lineHeight;
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// Draw the main Object field
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//label.tooltip = "The actual Scene Asset reference.\nOn serialize this is also stored as the asset's path.";
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EditorGUI.BeginProperty(position, GUIContent.none, property);
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EditorGUI.BeginChangeCheck();
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int sceneControlID = GUIUtility.GetControlID(FocusType.Passive);
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var selectedObject = EditorGUI.ObjectField(position, label, sceneAssetProperty.objectReferenceValue, typeof(SceneAsset), false);
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BuildUtils.BuildScene buildScene = BuildUtils.GetBuildScene(selectedObject);
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if (EditorGUI.EndChangeCheck())
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{
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sceneAssetProperty.objectReferenceValue = selectedObject;
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// If no valid scene asset was selected, reset the stored path accordingly
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if (buildScene.scene == null)
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GetScenePathProperty(property).stringValue = string.Empty;
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}
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position.y += paddedLine;
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if (buildScene.assetGUID.Empty() == false)
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{
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// Draw the Build Settings Info of the selected Scene
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DrawSceneInfoGUI(position, buildScene, sceneControlID + 1);
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}
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EditorGUI.EndProperty();
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}
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/// <summary>
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/// Ensure that what we draw in OnGUI always has the room it needs
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/// </summary>
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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int lines = 2;
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SerializedProperty sceneAssetProperty = GetSceneAssetProperty(property);
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if (sceneAssetProperty.objectReferenceValue == null)
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lines = 1;
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return boxPadding.vertical + lineHeight * lines + padSize * (lines - 1) + footerHeight;
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}
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/// <summary>
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/// Draws info box of the provided scene
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/// </summary>
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private void DrawSceneInfoGUI(Rect position, BuildUtils.BuildScene buildScene, int sceneControlID)
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{
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bool readOnly = BuildUtils.IsReadOnly();
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string readOnlyWarning = readOnly ? "\n\nWARNING: Build Settings is not checked out and so cannot be modified." : "";
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// Label Prefix
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GUIContent iconContent = new GUIContent();
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GUIContent labelContent = new GUIContent();
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// Missing from build scenes
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if (buildScene.buildIndex == -1)
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{
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iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_close");
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labelContent.text = "NOT In Build";
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labelContent.tooltip = "This scene is NOT in build settings.\nIt will be NOT included in builds.";
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}
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// In build scenes and enabled
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else if (buildScene.scene.enabled)
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{
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iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_max");
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labelContent.text = "BuildIndex: " + buildScene.buildIndex;
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labelContent.tooltip = "This scene is in build settings and ENABLED.\nIt will be included in builds." + readOnlyWarning;
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}
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// In build scenes and disabled
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else
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{
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iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_min");
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labelContent.text = "BuildIndex: " + buildScene.buildIndex;
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labelContent.tooltip = "This scene is in build settings and DISABLED.\nIt will be NOT included in builds.";
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}
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// Left status label
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using (new EditorGUI.DisabledScope(readOnly))
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{
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Rect labelRect = DrawUtils.GetLabelRect(position);
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Rect iconRect = labelRect;
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iconRect.width = iconContent.image.width + padSize;
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labelRect.width -= iconRect.width;
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labelRect.x += iconRect.width;
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EditorGUI.PrefixLabel(iconRect, sceneControlID, iconContent);
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EditorGUI.PrefixLabel(labelRect, sceneControlID, labelContent);
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}
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// Right context buttons
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Rect buttonRect = DrawUtils.GetFieldRect(position);
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buttonRect.width = (buttonRect.width) / 3;
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string tooltipMsg = "";
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using (new EditorGUI.DisabledScope(readOnly))
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{
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// NOT in build settings
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if (buildScene.buildIndex == -1)
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{
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buttonRect.width *= 2;
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int addIndex = EditorBuildSettings.scenes.Length;
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tooltipMsg = "Add this scene to build settings. It will be appended to the end of the build scenes as buildIndex: " + addIndex + "." + readOnlyWarning;
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if (DrawUtils.ButtonHelper(buttonRect, "Add...", "Add (buildIndex " + addIndex + ")", EditorStyles.miniButtonLeft, tooltipMsg))
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BuildUtils.AddBuildScene(buildScene);
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buttonRect.width /= 2;
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buttonRect.x += buttonRect.width;
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}
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// In build settings
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else
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{
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bool isEnabled = buildScene.scene.enabled;
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string stateString = isEnabled ? "Disable" : "Enable";
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tooltipMsg = stateString + " this scene in build settings.\n" + (isEnabled ? "It will no longer be included in builds" : "It will be included in builds") + "." + readOnlyWarning;
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if (DrawUtils.ButtonHelper(buttonRect, stateString, stateString + " In Build", EditorStyles.miniButtonLeft, tooltipMsg))
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BuildUtils.SetBuildSceneState(buildScene, !isEnabled);
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buttonRect.x += buttonRect.width;
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tooltipMsg = "Completely remove this scene from build settings.\nYou will need to add it again for it to be included in builds!" + readOnlyWarning;
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if (DrawUtils.ButtonHelper(buttonRect, "Remove...", "Remove from Build", EditorStyles.miniButtonMid, tooltipMsg))
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BuildUtils.RemoveBuildScene(buildScene);
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}
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}
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buttonRect.x += buttonRect.width;
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tooltipMsg = "Open the 'Build Settings' Window for managing scenes." + readOnlyWarning;
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if (DrawUtils.ButtonHelper(buttonRect, "Settings", "Build Settings", EditorStyles.miniButtonRight, tooltipMsg))
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{
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BuildUtils.OpenBuildSettings();
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}
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}
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static SerializedProperty GetSceneAssetProperty(SerializedProperty property)
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{
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return property.FindPropertyRelative(sceneAssetPropertyString);
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}
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static SerializedProperty GetScenePathProperty(SerializedProperty property)
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{
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return property.FindPropertyRelative(scenePathPropertyString);
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}
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private static class DrawUtils
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{
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/// <summary>
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/// Draw a GUI button, choosing between a short and a long button text based on if it fits
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/// </summary>
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static public bool ButtonHelper(Rect position, string msgShort, string msgLong, GUIStyle style, string tooltip = null)
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{
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GUIContent content = new GUIContent(msgLong);
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content.tooltip = tooltip;
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float longWidth = style.CalcSize(content).x;
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if (longWidth > position.width)
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content.text = msgShort;
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return GUI.Button(position, content, style);
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}
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/// <summary>
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/// Given a position rect, get its field portion
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/// </summary>
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static public Rect GetFieldRect(Rect position)
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{
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position.width -= EditorGUIUtility.labelWidth;
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position.x += EditorGUIUtility.labelWidth;
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return position;
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}
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/// <summary>
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/// Given a position rect, get its label portion
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/// </summary>
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static public Rect GetLabelRect(Rect position)
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{
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position.width = EditorGUIUtility.labelWidth - padSize;
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return position;
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}
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}
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/// <summary>
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/// Various BuildSettings interactions
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/// </summary>
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static private class BuildUtils
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{
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// time in seconds that we have to wait before we query again when IsReadOnly() is called.
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public static float minCheckWait = 3;
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static float lastTimeChecked = 0;
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static bool cachedReadonlyVal = true;
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/// <summary>
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/// A small container for tracking scene data BuildSettings
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/// </summary>
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public struct BuildScene
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{
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public int buildIndex;
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public GUID assetGUID;
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public string assetPath;
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public EditorBuildSettingsScene scene;
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}
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/// <summary>
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/// Check if the build settings asset is readonly.
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/// Caches value and only queries state a max of every 'minCheckWait' seconds.
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/// </summary>
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static public bool IsReadOnly()
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{
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float curTime = Time.realtimeSinceStartup;
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float timeSinceLastCheck = curTime - lastTimeChecked;
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if (timeSinceLastCheck > minCheckWait)
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{
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lastTimeChecked = curTime;
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cachedReadonlyVal = QueryBuildSettingsStatus();
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}
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return cachedReadonlyVal;
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}
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/// <summary>
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/// A blocking call to the Version Control system to see if the build settings asset is readonly.
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/// Use BuildSettingsIsReadOnly for version that caches the value for better responsivenes.
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/// </summary>
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static private bool QueryBuildSettingsStatus()
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{
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// If no version control provider, assume not readonly
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if (UnityEditor.VersionControl.Provider.enabled == false)
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return false;
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// If we cannot checkout, then assume we are not readonly
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if (UnityEditor.VersionControl.Provider.hasCheckoutSupport == false)
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return false;
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//// If offline (and are using a version control provider that requires checkout) we cannot edit.
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//if (UnityEditor.VersionControl.Provider.onlineState == UnityEditor.VersionControl.OnlineState.Offline)
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// return true;
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// Try to get status for file
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var status = UnityEditor.VersionControl.Provider.Status("ProjectSettings/EditorBuildSettings.asset", false);
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status.Wait();
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// If no status listed we can edit
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if (status.assetList == null || status.assetList.Count != 1)
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return true;
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// If is checked out, we can edit
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if (status.assetList[0].IsState(UnityEditor.VersionControl.Asset.States.CheckedOutLocal))
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return false;
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return true;
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}
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/// <summary>
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/// For a given Scene Asset object reference, extract its build settings data, including buildIndex.
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/// </summary>
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static public BuildScene GetBuildScene(Object sceneObject)
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{
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BuildScene entry = new BuildScene()
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{
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buildIndex = -1,
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assetGUID = new GUID(string.Empty)
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};
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if (sceneObject as SceneAsset == null)
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return entry;
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entry.assetPath = AssetDatabase.GetAssetPath(sceneObject);
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entry.assetGUID = new GUID(AssetDatabase.AssetPathToGUID(entry.assetPath));
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for (int index = 0; index < EditorBuildSettings.scenes.Length; ++index)
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{
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if (entry.assetGUID.Equals(EditorBuildSettings.scenes[index].guid))
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{
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entry.scene = EditorBuildSettings.scenes[index];
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entry.buildIndex = index;
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return entry;
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}
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}
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return entry;
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}
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/// <summary>
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/// Enable/Disable a given scene in the buildSettings
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/// </summary>
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static public void SetBuildSceneState(BuildScene buildScene, bool enabled)
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{
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bool modified = false;
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EditorBuildSettingsScene[] scenesToModify = EditorBuildSettings.scenes;
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foreach (var curScene in scenesToModify)
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{
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if (curScene.guid.Equals(buildScene.assetGUID))
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{
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curScene.enabled = enabled;
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modified = true;
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break;
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}
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}
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if (modified)
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EditorBuildSettings.scenes = scenesToModify;
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}
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/// <summary>
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/// Display Dialog to add a scene to build settings
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/// </summary>
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static public void AddBuildScene(BuildScene buildScene, bool force = false, bool enabled = true)
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{
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if (force == false)
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{
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int selection = EditorUtility.DisplayDialogComplex(
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"Add Scene To Build",
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"You are about to add scene at " + buildScene.assetPath + " To the Build Settings.",
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"Add as Enabled", // option 0
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"Add as Disabled", // option 1
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"Cancel (do nothing)"); // option 2
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switch (selection)
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{
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case 0: // enabled
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enabled = true;
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break;
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case 1: // disabled
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enabled = false;
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break;
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default:
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case 2: // cancel
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return;
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}
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}
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EditorBuildSettingsScene newScene = new EditorBuildSettingsScene(buildScene.assetGUID, enabled);
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List<EditorBuildSettingsScene> tempScenes = EditorBuildSettings.scenes.ToList();
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tempScenes.Add(newScene);
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EditorBuildSettings.scenes = tempScenes.ToArray();
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}
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/// <summary>
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/// Display Dialog to remove a scene from build settings (or just disable it)
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/// </summary>
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static public void RemoveBuildScene(BuildScene buildScene, bool force = false)
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{
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bool onlyDisable = false;
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if (force == false)
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{
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int selection = -1;
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string title = "Remove Scene From Build";
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string details = string.Format("You are about to remove the following scene from build settings:\n {0}\n buildIndex: {1}\n\n{2}",
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buildScene.assetPath, buildScene.buildIndex,
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"This will modify build settings, but the scene asset will remain untouched.");
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string confirm = "Remove From Build";
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string alt = "Just Disable";
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string cancel = "Cancel (do nothing)";
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if (buildScene.scene.enabled)
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{
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details += "\n\nIf you want, you can also just disable it instead.";
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selection = EditorUtility.DisplayDialogComplex(title, details, confirm, alt, cancel);
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}
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else
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{
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selection = EditorUtility.DisplayDialog(title, details, confirm, cancel) ? 0 : 2;
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}
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switch (selection)
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{
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case 0: // remove
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break;
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case 1: // disable
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onlyDisable = true;
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break;
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default:
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case 2: // cancel
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return;
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}
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}
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// User chose to not remove, only disable the scene
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if (onlyDisable)
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{
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SetBuildSceneState(buildScene, false);
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}
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// User chose to fully remove the scene from build settings
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else
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{
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List<EditorBuildSettingsScene> tempScenes = EditorBuildSettings.scenes.ToList();
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tempScenes.RemoveAll(scene => scene.guid.Equals(buildScene.assetGUID));
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EditorBuildSettings.scenes = tempScenes.ToArray();
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}
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}
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/// <summary>
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/// Open the default Unity Build Settings window
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/// </summary>
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static public void OpenBuildSettings()
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{
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EditorWindow.GetWindow(typeof(BuildPlayerWindow));
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}
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}
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}
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#endif
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