Firstborn/Library/PackageCache/com.unity.inputsystem@1.5.1/InputSystem/Editor/Internal/SerializedPropertyHelpers.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

392 lines
15 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEngine.InputSystem.Utilities;
namespace UnityEngine.InputSystem.Editor
{
/// <summary>
/// Helpers for working with <see cref="SerializedProperty"/> in the editor.
/// </summary>
internal static class SerializedPropertyHelpers
{
// Show a PropertyField with a greyed-out default text if the field is empty and not being edited.
// This is meant to communicate the fact that filling these properties is optional and that Unity will
// use reasonable defaults if left empty.
public static void PropertyFieldWithDefaultText(this SerializedProperty prop, GUIContent label, string defaultText)
{
GUI.SetNextControlName(label.text);
var rt = GUILayoutUtility.GetRect(label, GUI.skin.textField);
EditorGUI.PropertyField(rt, prop, label);
if (string.IsNullOrEmpty(prop.stringValue) && GUI.GetNameOfFocusedControl() != label.text && Event.current.type == EventType.Repaint)
{
using (new EditorGUI.DisabledScope(true))
{
rt.xMin += EditorGUIUtility.labelWidth;
GUI.skin.textField.Draw(rt, new GUIContent(defaultText), false, false, false, false);
}
}
}
public static SerializedProperty GetParentProperty(this SerializedProperty property)
{
var path = property.propertyPath;
var lastDot = path.LastIndexOf('.');
if (lastDot == -1)
return null;
var parentPath = path.Substring(0, lastDot);
return property.serializedObject.FindProperty(parentPath);
}
public static SerializedProperty GetArrayPropertyFromElement(this SerializedProperty property)
{
// Arrays have a structure of 'arrayName.Array.data[index]'.
// Given property should be element and thus 'data[index]'.
var arrayProperty = property.GetParentProperty();
Debug.Assert(arrayProperty.name == "Array", "Expecting 'Array' property");
return arrayProperty.GetParentProperty();
}
public static int GetIndexOfArrayElement(this SerializedProperty property)
{
var propertyPath = property.propertyPath;
if (propertyPath[propertyPath.Length - 1] != ']')
return -1;
var lastIndexOfLeftBracket = propertyPath.LastIndexOf('[');
if (int.TryParse(
propertyPath.Substring(lastIndexOfLeftBracket + 1, propertyPath.Length - lastIndexOfLeftBracket - 2),
out var index))
return index;
return -1;
}
public static Type GetArrayElementType(this SerializedProperty property)
{
Debug.Assert(property.isArray, $"Property {property.propertyPath} is not an array");
var fieldType = property.GetFieldType();
if (fieldType == null)
throw new ArgumentException($"Cannot determine managed field type of {property.propertyPath}",
nameof(property));
return fieldType.GetElementType();
}
public static void ResetValuesToDefault(this SerializedProperty property)
{
var isString = property.propertyType == SerializedPropertyType.String;
if (property.isArray && !isString)
{
property.ClearArray();
}
else if (property.hasChildren && !isString)
{
foreach (var child in property.GetChildren())
ResetValuesToDefault(child);
}
else
{
switch (property.propertyType)
{
case SerializedPropertyType.Float:
property.floatValue = default(float);
break;
case SerializedPropertyType.Boolean:
property.boolValue = default(bool);
break;
case SerializedPropertyType.Enum:
case SerializedPropertyType.Integer:
property.intValue = default(int);
break;
case SerializedPropertyType.String:
property.stringValue = string.Empty;
break;
case SerializedPropertyType.ObjectReference:
property.objectReferenceValue = null;
break;
}
}
}
public static string ToJson(this SerializedObject serializedObject)
{
return JsonUtility.ToJson(serializedObject, prettyPrint: true);
}
// The following is functionality that allows turning Unity data into text and text
// back into Unity data. Given that this is essential functionality for any kind of
// copypaste support, I'm not sure why the Unity editor API isn't providing this out
// of the box. Internally, we do have support for this on a whole-object kind of level
// but not for parts of serialized objects.
/// <summary>
///
/// </summary>
/// <param name="property"></param>
/// <returns></returns>
/// <remarks>
/// Converting entire objects to JSON is easy using Unity's serialization system but we cannot
/// easily convert just a part of the serialized graph to JSON (or any text format for that matter)
/// and then recreate the same data from text through SerializedProperties. This method helps by manually
/// turning an arbitrary part of a graph into JSON which can then be used with <see cref="RestoreFromJson"/>
/// to write the data back into an existing property.
///
/// The primary use for this is copy-paste where serialized data needs to be stored in
/// <see cref="EditorGUIUtility.systemCopyBuffer"/>.
/// </remarks>
public static string CopyToJson(this SerializedProperty property, bool ignoreObjectReferences = false)
{
var buffer = new StringBuilder();
CopyToJson(property, buffer, ignoreObjectReferences);
return buffer.ToString();
}
public static void CopyToJson(this SerializedProperty property, StringBuilder buffer, bool ignoreObjectReferences = false)
{
CopyToJson(property, buffer, noPropertyName: true, ignoreObjectReferences: ignoreObjectReferences);
}
private static void CopyToJson(this SerializedProperty property, StringBuilder buffer, bool noPropertyName, bool ignoreObjectReferences)
{
var propertyType = property.propertyType;
if (ignoreObjectReferences && propertyType == SerializedPropertyType.ObjectReference)
return;
// Property name.
if (!noPropertyName)
{
buffer.Append('"');
buffer.Append(property.name);
buffer.Append('"');
buffer.Append(':');
}
// Strings are classified as arrays and have children.
var isString = propertyType == SerializedPropertyType.String;
// Property value.
if (property.isArray && !isString)
{
buffer.Append('[');
var arraySize = property.arraySize;
var isFirst = true;
for (var i = 0; i < arraySize; ++i)
{
var element = property.GetArrayElementAtIndex(i);
if (ignoreObjectReferences && element.propertyType == SerializedPropertyType.ObjectReference)
continue;
if (!isFirst)
buffer.Append(',');
CopyToJson(element, buffer, true, ignoreObjectReferences);
isFirst = false;
}
buffer.Append(']');
}
else if (property.hasChildren && !isString)
{
// Any structured data we represent as a JSON object.
buffer.Append('{');
var isFirst = true;
foreach (var child in property.GetChildren())
{
if (ignoreObjectReferences && child.propertyType == SerializedPropertyType.ObjectReference)
continue;
if (!isFirst)
buffer.Append(',');
CopyToJson(child, buffer, false, ignoreObjectReferences);
isFirst = false;
}
buffer.Append('}');
}
else
{
switch (propertyType)
{
case SerializedPropertyType.Enum:
case SerializedPropertyType.Integer:
buffer.Append(property.intValue);
break;
case SerializedPropertyType.Float:
buffer.Append(property.floatValue);
break;
case SerializedPropertyType.String:
buffer.Append('"');
buffer.Append(property.stringValue.Escape());
buffer.Append('"');
break;
case SerializedPropertyType.Boolean:
if (property.boolValue)
buffer.Append("true");
else
buffer.Append("false");
break;
////TODO: other property types
default:
throw new NotImplementedException($"Support for {property.propertyType} property type");
}
}
}
public static void RestoreFromJson(this SerializedProperty property, string json)
{
var parser = new JsonParser(json);
RestoreFromJson(property, ref parser);
}
public static void RestoreFromJson(this SerializedProperty property, ref JsonParser parser)
{
var isString = property.propertyType == SerializedPropertyType.String;
if (property.isArray && !isString)
{
property.ClearArray();
parser.ParseToken('[');
while (!parser.ParseToken(']') && !parser.isAtEnd)
{
var index = property.arraySize;
property.InsertArrayElementAtIndex(index);
var elementProperty = property.GetArrayElementAtIndex(index);
RestoreFromJson(elementProperty, ref parser);
parser.ParseToken(',');
}
}
else if (property.hasChildren && !isString)
{
parser.ParseToken('{');
while (!parser.ParseToken('}') && !parser.isAtEnd)
{
parser.ParseStringValue(out var propertyName);
parser.ParseToken(':');
var childProperty = property.FindPropertyRelative(propertyName.ToString());
if (childProperty == null)
throw new ArgumentException($"Cannot find property '{propertyName}' in {property}", nameof(property));
RestoreFromJson(childProperty, ref parser);
parser.ParseToken(',');
}
}
else
{
switch (property.propertyType)
{
case SerializedPropertyType.Float:
{
parser.ParseNumber(out var num);
property.floatValue = (float)num.ToDouble();
break;
}
case SerializedPropertyType.String:
{
parser.ParseStringValue(out var str);
property.stringValue = str.ToString();
break;
}
case SerializedPropertyType.Boolean:
{
parser.ParseBooleanValue(out var b);
property.boolValue = b.ToBoolean();
break;
}
case SerializedPropertyType.Enum:
case SerializedPropertyType.Integer:
{
parser.ParseNumber(out var num);
property.intValue = (int)num.ToInteger();
break;
}
default:
throw new NotImplementedException(
$"Restoring property value of type {property.propertyType} (property: {property})");
}
}
}
public static IEnumerable<SerializedProperty> GetChildren(this SerializedProperty property)
{
if (!property.hasChildren)
yield break;
using (var iter = property.Copy())
{
var end = iter.GetEndProperty(true);
// Go to first child.
if (!iter.Next(true))
yield break; // Shouldn't happen; we've already established we have children.
// Iterate over children.
while (!SerializedProperty.EqualContents(iter, end))
{
yield return iter;
if (!iter.Next(false))
break;
}
}
}
public static FieldInfo GetField(this SerializedProperty property)
{
var objectType = property.serializedObject.targetObject.GetType();
var currentSerializableType = objectType;
var pathComponents = property.propertyPath.Split('.');
FieldInfo result = null;
foreach (var component in pathComponents)
{
// Handle arrays. They are followed by "Array" and "data[N]" elements.
if (result != null && currentSerializableType.IsArray)
{
if (component == "Array")
continue;
if (component.StartsWith("data["))
{
currentSerializableType = currentSerializableType.GetElementType();
continue;
}
}
result = currentSerializableType.GetField(component,
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.FlattenHierarchy);
if (result == null)
return null;
currentSerializableType = result.FieldType;
}
return result;
}
public static Type GetFieldType(this SerializedProperty property)
{
return GetField(property)?.FieldType;
}
public static void SetStringValue(this SerializedProperty property, string propertyName, string value)
{
var propertyRelative = property?.FindPropertyRelative(propertyName);
if (propertyRelative != null)
propertyRelative.stringValue = value;
}
}
}
#endif // UNITY_EDITOR