资源整理,开始开发
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityObject = UnityEngine.Object;
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namespace vietlabs.fr2
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{
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public class FR2_Selection : IRefDraw
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{
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internal HashSet<string> guidSet = new HashSet<string>();
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internal HashSet<string> instSet = new HashSet<string>(); // Do not reference directly to SceneObject (which might be destroyed anytime)
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public int Count
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{
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get { return guidSet.Count + instSet.Count; }
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}
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public bool Contains(string guidOrInstID)
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{
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return guidSet.Contains(guidOrInstID) || instSet.Contains(guidOrInstID);
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}
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public bool Contains(UnityObject sceneObject)
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{
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var id = sceneObject.GetInstanceID().ToString();
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return instSet.Contains(id);
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}
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public void Add(UnityObject sceneObject)
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{
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if (sceneObject == null) return;
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var id = sceneObject.GetInstanceID().ToString();
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instSet.Add(id); // hashset does not need to check exist before add
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dirty = true;
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}
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public void AddRange(params UnityObject[] sceneObjects)
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{
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foreach (var go in sceneObjects)
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{
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var id = go.GetInstanceID().ToString();
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instSet.Add(id); // hashset does not need to check exist before add
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}
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dirty = true;
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}
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public void Add(string guid)
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{
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if (guidSet.Contains(guid)) return;
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var assetPath = AssetDatabase.GUIDToAssetPath(guid);
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if (string.IsNullOrEmpty(assetPath))
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{
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Debug.LogWarning("Invalid GUID: " + guid);
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return;
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}
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guidSet.Add(guid);
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dirty = true;
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}
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public void AddRange(params string[] guids)
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{
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foreach (var id in guids)
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{
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Add(id);
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}
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dirty = true;
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}
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public void Remove(UnityObject sceneObject)
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{
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if (sceneObject == null) return;
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var id = sceneObject.GetInstanceID().ToString();
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instSet.Remove(id);
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dirty = true;
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}
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public void Remove(string guidOrInstID)
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{
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guidSet.Remove(guidOrInstID);
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instSet.Remove(guidOrInstID);
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dirty = true;
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}
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public void Clear()
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{
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guidSet.Clear();
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instSet.Clear();
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dirty = true;
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}
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public bool isSelectingAsset
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{
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get { return instSet.Count == 0; }
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}
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public void Add(FR2_Ref rf)
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{
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if (rf.isSceneRef)
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{
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Add(rf.component);
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}
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else
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{
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Add(rf.asset.guid);
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}
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}
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public void Remove(FR2_Ref rf)
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{
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if (rf.isSceneRef)
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{
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Remove(rf.component);
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}
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else
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{
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Remove(rf.asset.guid);
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}
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}
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// ------------ instance
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private bool dirty;
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private readonly FR2_RefDrawer drawer;
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internal Dictionary<string, FR2_Ref> refs;
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internal bool isLock;
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public FR2_Selection(IWindow window)
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{
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this.window = window;
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drawer = new FR2_RefDrawer(window);
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drawer.groupDrawer.hideGroupIfPossible = true;
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drawer.forceHideDetails = true;
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drawer.level0Group = string.Empty;
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dirty = true;
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drawer.SetDirty();
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}
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public IWindow window { get; set; }
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public int ElementCount()
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{
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return refs == null ? 0 : refs.Count;
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}
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public bool DrawLayout()
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{
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if (dirty) RefreshView();
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return drawer.DrawLayout();
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}
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public bool Draw(Rect rect)
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{
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if (dirty) RefreshView();
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if (refs == null) return false;
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DrawLock(new Rect(rect.xMax - 12f, rect.yMin - 12f, 16f, 16f));
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return drawer.Draw(rect);
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}
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public void SetDirty()
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{
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drawer.SetDirty();
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}
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private static readonly Color PRO = new Color(0.8f, 0.8f, 0.8f, 1f);
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private static readonly Color INDIE = new Color(0.1f, 0.1f, 0.1f, 1f);
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public void DrawLock(Rect rect)
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{
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GUI2.ContentColor(() =>
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{
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var icon = isLock ? FR2_Icon.Lock : FR2_Icon.Unlock;
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if (GUI2.Toggle(rect, ref isLock, icon))
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{
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window.WillRepaint = true;
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window.OnSelectionChange();
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}
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}, GUI2.Theme(PRO, INDIE));
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}
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public void RefreshView()
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{
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if (refs == null) refs = new Dictionary<string, FR2_Ref>();
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refs.Clear();
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if (instSet.Count > 0)
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{
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foreach (var instId in instSet)
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{
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refs.Add(instId, new FR2_SceneRef(0, EditorUtility.InstanceIDToObject(int.Parse(instId))));
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}
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}
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else
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{
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foreach (var guid in guidSet)
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{
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var asset = FR2_Cache.Api.Get(guid, false);
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refs.Add(guid, new FR2_Ref(0, 0, asset, null)
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{
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isSceneRef = false
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});
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}
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}
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drawer.SetRefs(refs);
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dirty = false;
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}
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}
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}
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