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:
max 2023-07-04 23:36:01 +02:00
parent cf3198b0b7
commit 41df190afb
2 changed files with 72 additions and 15 deletions

View File

@ -6,7 +6,7 @@ namespace VertexColor.ScenePartition.Editor
[InitializeOnLoad]
public class ScenePartitionSceneViewEditor : UnityEditor.Editor
{
private const int cellSize = 10;
private static ScenePartitionSO scenePartitionSO = null;
static ScenePartitionSceneViewEditor()
{
@ -16,10 +16,32 @@ static ScenePartitionSceneViewEditor()
private static void HandleDuringSceneGui(SceneView sceneView)
{
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);
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 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
};
Handles.DrawDottedLines(lines, 10.0f);
Handles.Label(cellOrign + new Vector3(cellSize * 0.5f, 0, cellSize * 0.5f), new GUIContent($"{gridId}"));
Color c = Handles.color;
Handles.color = Color.yellow;
Handles.DrawLines(lines);
Handles.color = c;
}
// Context menu to load.
if (Event.current.button == 1 && Event.current.type == EventType.MouseDown)
{
GenericMenu menu = new GenericMenu();
@ -62,10 +88,11 @@ private static Vector3 CalculateGridPosition(Vector2 mousePosition)
private static void Load(object gridId)
{
if (scenePartitionSO == null) return;
if (gridId == null) return;
if (gridId is not int gridPos) return;
if (gridId is not int cellId) return;
scenePartitionSO.LoadCell(cellId);
}
}
}

View File

@ -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;
}
}
}