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