Files
dungeons/Assets/Plugins/Zenject/Source/Editor/ZenUnityEditorUtil.cs

353 lines
11 KiB
C#

#if !NOT_UNITY3D
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using ModestTree;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Zenject.Internal
{
public static class ZenUnityEditorUtil
{
// Returns true if succeeds without errors
public static bool SaveThenRunPreserveSceneSetup(Action action)
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
var originalSceneSetup = EditorSceneManager.GetSceneManagerSetup();
try
{
action();
return true;
}
catch (Exception e)
{
Log.ErrorException(e);
return false;
}
finally
{
EditorSceneManager.RestoreSceneManagerSetup(originalSceneSetup);
}
}
return false;
}
// Feel free to call this method from an editor script, or a unit test, etc.
// An exception will be thrown if any validation errors are encountered
public static void ValidateCurrentSceneSetup()
{
bool encounteredError = false;
Application.LogCallback logCallback = (condition, stackTrace, type) =>
{
if (type == LogType.Error || type == LogType.Assert
|| type == LogType.Exception)
{
encounteredError = true;
}
};
Application.logMessageReceived += logCallback;
try
{
Assert.That(!ProjectContext.HasInstance);
ProjectContext.ValidateOnNextRun = true;
foreach (var sceneContext in GetAllSceneContexts())
{
sceneContext.Validate();
}
}
catch (Exception e)
{
Log.ErrorException(e);
encounteredError = true;
}
finally
{
Application.logMessageReceived -= logCallback;
}
if (encounteredError)
{
throw new ZenjectException("Zenject Validation Failed! See errors below for details.");
}
}
// NOTE: An exception will be thrown if any validation errors are encountered
// Returns the number of scenes that successfully validated
public static int ValidateAllActiveScenes()
{
var activeScenePaths = EditorBuildSettings.scenes.Where(x => x.enabled)
.Select(x => x.path).ToList();
foreach (var scenePath in activeScenePaths)
{
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
ValidateCurrentSceneSetup();
}
return activeScenePaths.Count;
}
// Don't use this
public static void RunCurrentSceneSetup()
{
Assert.That(!ProjectContext.HasInstance);
foreach (var sceneContext in GetAllSceneContexts())
{
try
{
sceneContext.Run();
}
catch (Exception e)
{
// Add a bit more context
throw new ZenjectException(
"Scene '{0}' Failed To Start!".Fmt(sceneContext.gameObject.scene.name), e);
}
}
}
public static SceneContext GetSceneContextForScene(Scene scene)
{
var sceneContext = TryGetSceneContextForScene(scene);
Assert.IsNotNull(sceneContext,
"Could not find scene context for scene '{0}'", scene.name);
return sceneContext;
}
public static SceneContext TryGetSceneContextForScene(Scene scene)
{
if (!scene.isLoaded)
{
return null;
}
var sceneContexts = scene.GetRootGameObjects()
.SelectMany(x => x.GetComponentsInChildren<SceneContext>()).ToList();
if (sceneContexts.IsEmpty())
{
return null;
}
Assert.That(sceneContexts.Count == 1,
"Found multiple SceneContexts in scene '{0}'. Expected a maximum of one.", scene.name);
return sceneContexts[0];
}
public static SceneDecoratorContext GetDecoratorContextForScene(Scene scene)
{
var decoratorContext = TryGetDecoratorContextForScene(scene);
Assert.IsNotNull(decoratorContext,
"Could not find decorator context for scene '{0}'", scene.name);
return decoratorContext;
}
public static SceneDecoratorContext TryGetDecoratorContextForScene(Scene scene)
{
if (!scene.isLoaded)
{
return null;
}
var decoratorContexts = scene.GetRootGameObjects()
.SelectMany(x => x.GetComponentsInChildren<SceneDecoratorContext>()).ToList();
if (decoratorContexts.IsEmpty())
{
return null;
}
Assert.That(decoratorContexts.Count == 1,
"Found multiple DecoratorContexts in scene '{0}'. Expected a maximum of one.", scene.name);
return decoratorContexts[0];
}
static IEnumerable<SceneContext> GetAllSceneContexts()
{
var decoratedSceneNames = new List<string>();
for (int i = 0; i < EditorSceneManager.sceneCount; i++)
{
var scene = EditorSceneManager.GetSceneAt(i);
var sceneContext = TryGetSceneContextForScene(scene);
var decoratorContext = TryGetDecoratorContextForScene(scene);
if (sceneContext != null)
{
Assert.That(decoratorContext == null,
"Found both SceneDecoratorContext and SceneContext in the same scene '{0}'. This is not allowed", scene.name);
decoratedSceneNames.RemoveAll(x => sceneContext.ContractNames.Contains(x));
yield return sceneContext;
}
else if (decoratorContext != null)
{
Assert.That(!string.IsNullOrEmpty(decoratorContext.DecoratedContractName),
"Missing Decorated Contract Name on SceneDecoratorContext in scene '{0}'", scene.name);
decoratedSceneNames.Add(decoratorContext.DecoratedContractName);
}
}
Assert.That(decoratedSceneNames.IsEmpty(),
"Found decorator scenes without a corresponding scene to decorator. Missing scene contracts: {0}", decoratedSceneNames.Join(", "));
}
public static string ConvertAssetPathToAbsolutePath(string assetPath)
{
return Path.Combine(
Path.Combine(Path.GetFullPath(Application.dataPath), ".."), assetPath);
}
public static string ConvertFullAbsolutePathToAssetPath(string fullPath)
{
fullPath = Path.GetFullPath(fullPath);
var assetFolderFullPath = Path.GetFullPath(Application.dataPath);
if (fullPath.Length == assetFolderFullPath.Length)
{
Assert.IsEqual(fullPath, assetFolderFullPath);
return "Assets";
}
var assetPath = fullPath.Remove(0, assetFolderFullPath.Length + 1).Replace("\\", "/");
return "Assets/" + assetPath;
}
public static string GetCurrentDirectoryAssetPathFromSelection()
{
return ConvertFullAbsolutePathToAssetPath(
GetCurrentDirectoryAbsolutePathFromSelection());
}
public static string GetCurrentDirectoryAbsolutePathFromSelection()
{
var folderPath = TryGetSelectedFolderPathInProjectsTab();
if (folderPath != null)
{
return folderPath;
}
var filePath = TryGetSelectedFilePathInProjectsTab();
if (filePath != null)
{
return Path.GetDirectoryName(filePath);
}
return Application.dataPath;
}
public static string TryGetSelectedFilePathInProjectsTab()
{
return GetSelectedFilePathsInProjectsTab().OnlyOrDefault();
}
public static List<string> GetSelectedFilePathsInProjectsTab()
{
return GetSelectedPathsInProjectsTab()
.Where(x => File.Exists(x)).ToList();
}
public static List<string> GetSelectedAssetPathsInProjectsTab()
{
var paths = new List<string>();
UnityEngine.Object[] selectedAssets = Selection.GetFiltered(
typeof(UnityEngine.Object), SelectionMode.Assets);
foreach (var item in selectedAssets)
{
var assetPath = AssetDatabase.GetAssetPath(item);
if (!string.IsNullOrEmpty(assetPath))
{
paths.Add(assetPath);
}
}
return paths;
}
public static List<string> GetSelectedPathsInProjectsTab()
{
var paths = new List<string>();
UnityEngine.Object[] selectedAssets = Selection.GetFiltered(
typeof(UnityEngine.Object), SelectionMode.Assets);
foreach (var item in selectedAssets)
{
var relativePath = AssetDatabase.GetAssetPath(item);
if (!string.IsNullOrEmpty(relativePath))
{
var fullPath = Path.GetFullPath(Path.Combine(
Application.dataPath, Path.Combine("..", relativePath)));
paths.Add(fullPath);
}
}
return paths;
}
// Taken from http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset
public static void SaveScriptableObjectAsset(
string path, ScriptableObject asset)
{
Assert.That(path.EndsWith(".asset"));
string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path);
AssetDatabase.CreateAsset(asset, assetPathAndName);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
// Note that the path is relative to the Assets folder
public static List<string> GetSelectedFolderPathsInProjectsTab()
{
return GetSelectedPathsInProjectsTab()
.Where(x => Directory.Exists(x)).ToList();
}
// Returns the best guess directory in projects pane
// Useful when adding to Assets -> Create context menu
// Returns null if it can't find one
// Note that the path is relative to the Assets folder for use in AssetDatabase.GenerateUniqueAssetPath etc.
public static string TryGetSelectedFolderPathInProjectsTab()
{
return GetSelectedFolderPathsInProjectsTab().OnlyOrDefault();
}
}
}
#endif