IndieGame/client/Assets/Plugins/Easy Save 3/Scripts/ES3ReferenceMgr.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

254 lines
9.7 KiB
C#

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