9092858a58
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!
162 lines
5.2 KiB
C#
162 lines
5.2 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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////REVIEW: this seems like it should be #if UNITY_EDITOR
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namespace UnityEngine.InputSystem.Utilities
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{
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internal static class CSharpCodeHelpers
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{
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public static bool IsProperIdentifier(string name)
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{
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if (string.IsNullOrEmpty(name))
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return false;
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if (char.IsDigit(name[0]))
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return false;
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for (var i = 0; i < name.Length; ++i)
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{
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var ch = name[i];
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if (!char.IsLetterOrDigit(ch) && ch != '_')
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return false;
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}
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return true;
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}
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public static bool IsEmptyOrProperIdentifier(string name)
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{
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if (string.IsNullOrEmpty(name))
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return true;
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return IsProperIdentifier(name);
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}
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public static bool IsEmptyOrProperNamespaceName(string name)
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{
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if (string.IsNullOrEmpty(name))
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return true;
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return name.Split('.').All(IsProperIdentifier);
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}
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////TODO: this one should add the @escape automatically so no other code has to worry
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public static string MakeIdentifier(string name, string suffix = "")
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{
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if (string.IsNullOrEmpty(name))
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throw new ArgumentNullException(nameof(name));
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if (char.IsDigit(name[0]))
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name = "_" + name;
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// See if we have invalid characters in the name.
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var nameHasInvalidCharacters = false;
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for (var i = 0; i < name.Length; ++i)
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{
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var ch = name[i];
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if (!char.IsLetterOrDigit(ch) && ch != '_')
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{
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nameHasInvalidCharacters = true;
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break;
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}
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}
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// If so, create a new string where we remove them.
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if (nameHasInvalidCharacters)
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{
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var buffer = new StringBuilder();
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for (var i = 0; i < name.Length; ++i)
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{
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var ch = name[i];
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if (char.IsLetterOrDigit(ch) || ch == '_')
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buffer.Append(ch);
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}
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name = buffer.ToString();
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}
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return name + suffix;
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}
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public static string MakeTypeName(string name, string suffix = "")
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{
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var symbolName = MakeIdentifier(name, suffix);
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if (char.IsLower(symbolName[0]))
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symbolName = char.ToUpper(symbolName[0]) + symbolName.Substring(1);
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return symbolName;
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}
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#if UNITY_EDITOR
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public static string MakeAutoGeneratedCodeHeader(string toolName, string toolVersion, string sourceFileName = null)
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{
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return
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"//------------------------------------------------------------------------------\n"
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+ "// <auto-generated>\n"
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+ $"// This code was auto-generated by {toolName}\n"
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+ $"// version {toolVersion}\n"
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+ (string.IsNullOrEmpty(sourceFileName) ? "" : $"// from {sourceFileName}\n")
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+ "//\n"
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+ "// Changes to this file may cause incorrect behavior and will be lost if\n"
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+ "// the code is regenerated.\n"
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+ "// </auto-generated>\n"
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+ "//------------------------------------------------------------------------------\n";
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}
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public static string ToLiteral(this object value)
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{
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if (value == null)
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return "null";
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var type = value.GetType();
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if (type == typeof(bool))
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{
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if ((bool)value)
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return "true";
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return "false";
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}
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if (type == typeof(char))
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return $"'\\u{(int)(char)value:X2}'";
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if (type == typeof(float))
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return value + "f";
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if (type == typeof(uint) || type == typeof(ulong))
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return value + "u";
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if (type == typeof(long))
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return value + "l";
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if (type.IsEnum)
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{
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var enumValue = type.GetEnumName(value);
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if (!string.IsNullOrEmpty(enumValue))
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return $"{type.FullName.Replace("+", ".")}.{enumValue}";
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}
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return value.ToString();
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}
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public static string GetInitializersForPublicPrimitiveTypeFields(this object instance)
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{
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var type = instance.GetType();
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var defaults = Activator.CreateInstance(type);
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var fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public);
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var fieldInits = string.Join(", ",
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fields.Where(f => (f.FieldType.IsPrimitive || f.FieldType.IsEnum) && !f.GetValue(instance).Equals(f.GetValue(defaults)))
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.Select(f => $"{f.Name} = {f.GetValue(instance).ToLiteral()}"));
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if (string.IsNullOrEmpty(fieldInits))
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return "()";
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return " { " + fieldInits + " }";
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}
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#endif
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}
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}
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