7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
143 lines
3.5 KiB
C#
143 lines
3.5 KiB
C#
using System.Reflection;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.PackageManager;
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using UnityEditor.PackageManager.Requests;
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using ModTool.Shared;
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namespace ModTool.Editor
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{
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/// <summary>
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/// A window for selecting shared packages.
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/// </summary>
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public class PackageSelector : SelectionWindow<PackageSelector>
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{
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protected override string title => "Shared Packages";
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protected override string message => "Select packages to be shared with the mod exporter package.";
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private List<string> selected => ModToolSettings.sharedPackages;
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private ListRequest request;
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private List<PackageItem> items;
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private bool refreshing;
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private PropertyInfo source;
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protected override void Init()
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{
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source = typeof(UnityEditor.PackageManager.PackageInfo).GetProperty("source");
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items = new List<PackageItem>();
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Refresh();
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}
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private void Update()
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{
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if (!refreshing)
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return;
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if (request.IsCompleted)
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UpdateItems();
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Repaint();
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}
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protected override void RenderItems()
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{
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if (refreshing)
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{
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GUILayout.Label("Refreshing...");
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return;
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}
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Rect rect = EditorGUILayout.GetControlRect(false, items.Count * 16);
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for (int i = 0; i < items.Count; i++)
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{
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PackageItem item = items[i];
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Rect nodeRect = new Rect(rect.x, rect.y + i * 16, 200, 20);
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item.selected = GUI.Toggle(nodeRect, item.selected, string.IsNullOrEmpty(item.displayName) ? item.name : item.displayName);
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}
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}
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protected override void RenderFooter()
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{
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using (new EditorGUI.DisabledGroupScope(refreshing))
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{
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if (GUILayout.Button("Refresh"))
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Refresh();
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}
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}
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protected override void SelectItems()
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{
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if (refreshing)
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return;
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selected.Clear();
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foreach (var item in items)
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{
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if (item.selected)
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selected.Add(item.name);
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}
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EditorUtility.SetDirty(ModToolSettings.instance);
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}
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private void Refresh()
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{
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if (refreshing)
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return;
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refreshing = true;
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request = Client.List();
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}
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private void UpdateItems()
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{
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refreshing = false;
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items.Clear();
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foreach (var package in request.Result)
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{
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if (IsBuiltin(package))
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continue;
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var item = new PackageItem()
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{
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name = package.name,
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displayName = package.displayName,
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selected = selected.Contains(package.name)
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};
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items.Add(item);
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}
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}
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private bool IsBuiltin(UnityEditor.PackageManager.PackageInfo package)
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{
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if (source == null)
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return false;
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int value = (int)source.GetValue(package, null);
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return value == 2;
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}
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private class PackageItem
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{
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public string name;
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public string displayName;
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public bool selected;
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}
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}
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}
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