generated from max/template-unity-project
Updated ScenePartitionViewEditor
- Grid is now drawn based on the cell size of the current active open scene - Added function to get ScenePartitionSO of current active scene
This commit is contained in:
parent
cf3198b0b7
commit
41df190afb
@ -6,7 +6,7 @@ namespace VertexColor.ScenePartition.Editor
|
|||||||
[InitializeOnLoad]
|
[InitializeOnLoad]
|
||||||
public class ScenePartitionSceneViewEditor : UnityEditor.Editor
|
public class ScenePartitionSceneViewEditor : UnityEditor.Editor
|
||||||
{
|
{
|
||||||
private const int cellSize = 10;
|
private static ScenePartitionSO scenePartitionSO = null;
|
||||||
|
|
||||||
static ScenePartitionSceneViewEditor()
|
static ScenePartitionSceneViewEditor()
|
||||||
{
|
{
|
||||||
@ -16,10 +16,32 @@ static ScenePartitionSceneViewEditor()
|
|||||||
private static void HandleDuringSceneGui(SceneView sceneView)
|
private static void HandleDuringSceneGui(SceneView sceneView)
|
||||||
{
|
{
|
||||||
if (Event.current.modifiers != EventModifiers.Control) return;
|
if (Event.current.modifiers != EventModifiers.Control) return;
|
||||||
|
if (!ScenePartitionUtils.TryGetScenePartitionSOForActiveScene(out scenePartitionSO)) return;
|
||||||
|
|
||||||
|
int cellSize = scenePartitionSO.Data.SceneGrid.cellSize;
|
||||||
Vector3 gridPosition = CalculateGridPosition(Event.current.mousePosition);
|
Vector3 gridPosition = CalculateGridPosition(Event.current.mousePosition);
|
||||||
int gridId = SceneGrid.CalculateGridPosition(gridPosition, 10);
|
int gridId = SceneGrid.CalculateGridPosition(gridPosition, cellSize);
|
||||||
|
|
||||||
|
{ // Draw Cells.
|
||||||
|
foreach (int id in scenePartitionSO.Data.SceneGrid.Grid.Keys)
|
||||||
|
{
|
||||||
|
(int x, int y) = SceneGrid.IntToIntPair(id);
|
||||||
|
|
||||||
|
Vector3 cellOrign = new Vector3(x * cellSize, 0, y * cellSize);
|
||||||
|
Vector3[] lines = new Vector3[] {
|
||||||
|
new Vector3(0, 0, 0) + cellOrign, new Vector3(0, 0, cellSize) + cellOrign, // Left Bottom -> Left Top
|
||||||
|
new Vector3(cellSize, 0, 0) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Right Bottom -> Right Top
|
||||||
|
new Vector3(0, 0, 0) + cellOrign, new Vector3(cellSize, 0, 0) + cellOrign, // Left Bottom -> Right Bottom
|
||||||
|
new Vector3(0, 0, cellSize) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Left Top -> Right Top
|
||||||
|
};
|
||||||
|
|
||||||
|
Handles.DrawLines(lines);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!scenePartitionSO.Data.SceneGrid.Grid.ContainsKey(gridId)) return;
|
||||||
|
|
||||||
|
{ // Draw Selection.
|
||||||
int x = Mathf.FloorToInt(gridPosition.x / cellSize);
|
int x = Mathf.FloorToInt(gridPosition.x / cellSize);
|
||||||
int z = Mathf.FloorToInt(gridPosition.z / cellSize);
|
int z = Mathf.FloorToInt(gridPosition.z / cellSize);
|
||||||
|
|
||||||
@ -31,9 +53,13 @@ private static void HandleDuringSceneGui(SceneView sceneView)
|
|||||||
new Vector3(0, 0, cellSize) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Left Top -> Right Top
|
new Vector3(0, 0, cellSize) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Left Top -> Right Top
|
||||||
};
|
};
|
||||||
|
|
||||||
Handles.DrawDottedLines(lines, 10.0f);
|
Color c = Handles.color;
|
||||||
Handles.Label(cellOrign + new Vector3(cellSize * 0.5f, 0, cellSize * 0.5f), new GUIContent($"{gridId}"));
|
Handles.color = Color.yellow;
|
||||||
|
Handles.DrawLines(lines);
|
||||||
|
Handles.color = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Context menu to load.
|
||||||
if (Event.current.button == 1 && Event.current.type == EventType.MouseDown)
|
if (Event.current.button == 1 && Event.current.type == EventType.MouseDown)
|
||||||
{
|
{
|
||||||
GenericMenu menu = new GenericMenu();
|
GenericMenu menu = new GenericMenu();
|
||||||
@ -62,10 +88,11 @@ private static Vector3 CalculateGridPosition(Vector2 mousePosition)
|
|||||||
|
|
||||||
private static void Load(object gridId)
|
private static void Load(object gridId)
|
||||||
{
|
{
|
||||||
|
if (scenePartitionSO == null) return;
|
||||||
if (gridId == null) return;
|
if (gridId == null) return;
|
||||||
if (gridId is not int gridPos) return;
|
if (gridId is not int cellId) return;
|
||||||
|
|
||||||
|
|
||||||
|
scenePartitionSO.LoadCell(cellId);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -57,5 +57,35 @@ private static void FindDeeplyLinkedObjectsRecursive(SortedList<ulong, ScenePart
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static bool TryGetScenePartitionSOForActiveScene(out ScenePartitionSO scenePartitionSO)
|
||||||
|
{
|
||||||
|
scenePartitionSO = null;
|
||||||
|
|
||||||
|
UnityEngine.SceneManagement.Scene activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
|
||||||
|
|
||||||
|
if (activeScene == null) return false;
|
||||||
|
|
||||||
|
string filter = $"t:{nameof(ScenePartitionSO)}";
|
||||||
|
string[] assets = AssetDatabase.FindAssets(filter);
|
||||||
|
|
||||||
|
if (assets == null || assets.Length <= 0) return false;
|
||||||
|
|
||||||
|
for (int i = 0; i < assets.Length; i++)
|
||||||
|
{
|
||||||
|
string path = AssetDatabase.GUIDToAssetPath(assets[i]);
|
||||||
|
ScenePartitionSO scenePartition = AssetDatabase.LoadAssetAtPath<ScenePartitionSO>(path);
|
||||||
|
|
||||||
|
if (scenePartition == null) continue;
|
||||||
|
|
||||||
|
if (scenePartition.SceneName == activeScene.name)
|
||||||
|
{
|
||||||
|
scenePartitionSO = scenePartition;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user