254 lines
9.7 KiB
C#
254 lines
9.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using ES3Internal;
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using UnityEngine.SceneManagement;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using System.Reflection;
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using System;
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using System.Linq;
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#endif
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#if UNITY_VISUAL_SCRIPTING
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using Unity.VisualScripting;
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[IncludeInSettings(true)]
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#endif
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public class ES3ReferenceMgr : ES3ReferenceMgrBase
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{
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#if UNITY_EDITOR
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void RefreshDependencies(bool isEnteringPlayMode = false)
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{
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// Empty the refId so it has to be refreshed.
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refId = null;
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ES3ReferenceMgrBase.isEnteringPlayMode = isEnteringPlayMode;
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// This will get the dependencies for all GameObjects and Components from the active scene.
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AddDependencies(this.gameObject.scene.GetRootGameObjects());
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AddDependenciesFromFolders();
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AddPrefabsToManager();
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RemoveNullOrInvalidValues();
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ES3ReferenceMgrBase.isEnteringPlayMode = false;
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}
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[MenuItem("Tools/Easy Save 3/Refresh References for All Scenes", false, 150)]
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static void RefreshDependenciesInAllScenes()
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{
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if (!EditorUtility.DisplayDialog("Refresh references in all scenes", "This will open each scene which is enabled in your Build Settings, refresh each reference manager, and save the scene.\n\nWe recommend making a backup of your project before doing this for the first time.", "Ok", "Cancel", DialogOptOutDecisionType.ForThisMachine, "ES3RefreshAllOptOut"))
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return;
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// Get a list of loaded scenes so we know whether we need to close them after refreshing references or not.
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var loadedScenePaths = new string[SceneManager.sceneCount];
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for (int i = 0; i < SceneManager.sceneCount; i++)
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loadedScenePaths[i] = SceneManager.GetSceneAt(i).path;
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var scenes = EditorBuildSettings.scenes;
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var sceneNameList = ""; // We use this so we can display a list of scenes at the end.
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for (int i = 0; i < scenes.Length; i++)
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{
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var buildSettingsScene = scenes[i];
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if (!buildSettingsScene.enabled)
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continue;
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if (EditorUtility.DisplayCancelableProgressBar("Refreshing references", $"Refreshing references for scene {buildSettingsScene.path}.", i / scenes.Length))
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return;
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var sceneWasOpen = loadedScenePaths.Contains(buildSettingsScene.path);
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var scene = EditorSceneManager.OpenScene(buildSettingsScene.path, OpenSceneMode.Additive);
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var mgr = ES3ReferenceMgr.GetManagerFromScene(scene);
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if (mgr != null)
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{
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try
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{
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((ES3ReferenceMgr)mgr).RefreshDependencies();
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}
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catch(Exception e)
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{
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ES3Debug.LogError($"Couldn't update references for scene {scene.name} as the following exception occurred:\n\n" + e);
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}
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}
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sceneNameList += $"{scene.name}\n";
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// If the scene wasn't originally open, save it and close it.
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if (!sceneWasOpen)
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{
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// Temporarily disable refreshing on save so that it doesn't refresh again.
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var updateReferencesOnSave = ES3Settings.defaultSettingsScriptableObject.updateReferencesWhenSceneIsSaved;
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ES3Settings.defaultSettingsScriptableObject.updateReferencesWhenSceneIsSaved = false;
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EditorSceneManager.SaveScene(scene);
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EditorSceneManager.CloseScene(scene, true);
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ES3Settings.defaultSettingsScriptableObject.updateReferencesWhenSceneIsSaved = updateReferencesOnSave;
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}
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}
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EditorUtility.ClearProgressBar();
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EditorUtility.DisplayDialog("References refreshed", $"Refrences updated for scenes:\n\n{sceneNameList}", "Ok", DialogOptOutDecisionType.ForThisMachine, "ES3RefreshAllCompleteOptOut");
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void Optimize()
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{
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var dependencies = EditorUtility.CollectDependencies(this.gameObject.scene.GetRootGameObjects().Where(go => go != this.gameObject).ToArray());
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var notDependenciesOfScene = new HashSet<UnityEngine.Object>();
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foreach (var kvp in idRef)
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if (!dependencies.Contains(kvp.Value))
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notDependenciesOfScene.Add(kvp.Value);
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foreach (var obj in notDependenciesOfScene)
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Remove(obj);
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}
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/* Adds all dependencies from this scene to the manager */
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependencies()
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{
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var rootGameObjects = gameObject.scene.GetRootGameObjects();
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for (int j = 0; j < rootGameObjects.Length; j++)
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{
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var go = rootGameObjects[j];
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if (EditorUtility.DisplayCancelableProgressBar("Gathering references", "Populating reference manager with your scene dependencies so they can be saved and loaded by reference.", j / rootGameObjects.Length))
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return;
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AddDependencies(go);
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}
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EditorUtility.ClearProgressBar();
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependencies(UnityEngine.Object[] objs)
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{
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var timeStarted = EditorApplication.timeSinceStartup;
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var timeout = ES3Settings.defaultSettingsScriptableObject.collectDependenciesTimeout;
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foreach (var obj in objs)
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{
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if (obj == null || obj.name == "Easy Save 3 Manager")
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continue;
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foreach (var dependency in EditorUtility.CollectDependencies(new UnityEngine.Object[] { obj }))
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{
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if (EditorApplication.timeSinceStartup - timeStarted > timeout)
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{
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ES3Debug.LogWarning($"Easy Save cancelled gathering of references for object {obj.name} because it took longer than {timeout} seconds. You can increase the timeout length in Tools > Easy Save 3 > Settings > Reference Gathering Timeout, or adjust the settings so that fewer objects are referenced in your scene.");
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return;
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}
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Add(dependency);
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if (obj is ES3Prefab prefab)
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AddPrefabToManager(prefab);
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}
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}
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependenciesFromFolders()
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{
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var folders = ES3Settings.defaultSettingsScriptableObject.referenceFolders;
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// Remove null or empty values.
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ArrayUtility.Remove(ref folders, "");
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ArrayUtility.Remove(ref folders, null);
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if (folders == null || folders.Length == 0)
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return;
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var guids = AssetDatabase.FindAssets("t:Object", folders);
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foreach (var guid in guids)
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{
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var path = AssetDatabase.GUIDToAssetPath(guid);
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var obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(path);
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if(obj != null)
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AddDependencies(obj);
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}
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}
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/*[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependenciesLegacy(UnityEngine.Object[] objs)
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{
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for (int i = 0; i < objs.Length; i++)
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{
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var obj = objs[i];
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if (obj.name == "Easy Save 3 Manager")
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continue;
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var dependencies = CollectDependenciesLegacy(obj);
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foreach (var dependency in dependencies)
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{
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if (dependency != null)
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{
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Add(dependency);
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// Add the prefab if it's referenced by this scene.
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if (dependency.GetType() == typeof(ES3Prefab))
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AddPrefabToManager((ES3Prefab)dependency);
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}
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}
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}
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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}*/
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddDependencies(UnityEngine.Object obj)
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{
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AddDependencies(new UnityEngine.Object[] { obj });
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void GeneratePrefabReferences()
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{
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AddPrefabsToManager();
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foreach (var es3Prefab in prefabs)
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es3Prefab.GeneratePrefabReferences();
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void AddPrefabsToManager()
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{
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if (ES3Settings.defaultSettingsScriptableObject.addAllPrefabsToManager)
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{
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// Clear any null values. This isn't necessary if we're not adding all prefabs to manager as the list is cleared each time.
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if (this.prefabs.RemoveAll(item => item == null) > 0)
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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foreach (var es3Prefab in Resources.FindObjectsOfTypeAll<ES3Prefab>())
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AddPrefabToManager(es3Prefab);
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}
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}
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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private void AddPrefabToManager(ES3Prefab es3Prefab)
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{
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try
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{
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if (es3Prefab != null && EditorUtility.IsPersistent(es3Prefab))
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if(AddPrefab(es3Prefab))
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Undo.RecordObject(this, "Update Easy Save 3 Reference List");
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es3Prefab.GeneratePrefabReferences();
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}
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catch { }
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}
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#endif
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}
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