2023-06-28 01:07:27 +02:00
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using System.Collections.Generic;
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2023-06-24 14:27:50 +02:00
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using UnityEditor;
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using UnityEngine;
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namespace VertexColor.ScenePartition.Editor
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{
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[CustomEditor(typeof(ScenePartitionSO))]
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public class ScenePartitionSOEditor : UnityEditor.Editor
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{
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private long id = 0;
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private int gridId = 0;
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public override void OnInspectorGUI()
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{
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ScenePartitionSO scenePartitionSO = (target as ScenePartitionSO);
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DrawDefaultInspector();
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serializedObject.Update();
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//EditorGUILayout.PropertyField(sceneAssetProperty);
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serializedObject.ApplyModifiedProperties();
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EditorGUILayout.Space();
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if (scenePartitionSO.SceneAsset == null)
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{
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if (GUILayout.Button("Create Scene"))
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{
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scenePartitionSO.CreateScene();
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}
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}
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else
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{
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if (GUILayout.Button("Load All"))
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{
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scenePartitionSO.LoadAll();
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}
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2023-06-27 01:09:28 +02:00
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if (GUILayout.Button("Reload"))
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{
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scenePartitionSO.Reload();
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}
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if (GUILayout.Button("Save"))
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{
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scenePartitionSO.Save();
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}
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if (GUILayout.Button("Unload"))
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{
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scenePartitionSO.Unload();
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}
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EditorGUILayout.Space();
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if (GUILayout.Button("Open Scene Data Folder"))
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{
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EditorUtility.RevealInFinder(ScenePartitionUtils.GetDataPath(scenePartitionSO));
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}
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EditorGUILayout.Space();
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id = EditorGUILayout.LongField("id", id);
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2023-06-25 15:51:54 +02:00
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if (GUILayout.Button("Load Section"))
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{
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scenePartitionSO.LoadPartitions(new long[1] { (long)id });
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}
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if (GUILayout.Button("GenerateSceneGrid"))
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{
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scenePartitionSO.GenerateSceneGridData();
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}
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gridId = EditorGUILayout.IntField("gridId", gridId);
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if (GUILayout.Button("LoadSceneGrid"))
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{
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scenePartitionSO.LoadCell(gridId);
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}
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if (scenePartitionSO.Data.SceneGrid != null)
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{
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EditorGUILayout.LabelField($"generatedSceneGrid");
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foreach (KeyValuePair<int, List<long>> item in scenePartitionSO.Data.SceneGrid.Grid)
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{
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EditorGUILayout.LongField("gridId", item.Key);
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EditorGUI.indentLevel++;
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foreach (long id in item.Value)
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{
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EditorGUILayout.LongField(id);
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}
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EditorGUI.indentLevel--;
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}
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}
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if (GUILayout.Button("ClearCache"))
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{
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scenePartitionSO.ClearCache();
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ScenePartitionSS.instance.SceneDataCache.Clear();
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}
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}
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}
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}
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}
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