generated from max/template-unity-project
	Update ScenePartitionEditorWindow.cs
- Draw scene partition in scene partition editor window
This commit is contained in:
		@@ -11,6 +11,9 @@ namespace VertexColor.ScenePartition.Editor
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        private Vector2 scrollPos = Vector2.zero;
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        private bool foldoutGroupEnabled = false;
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        private ulong id = 0;
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        private int gridId = 0;
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        [MenuItem("Window/ScenePartition")]
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        public static void ShowExample()
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        {
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@@ -19,6 +22,99 @@ namespace VertexColor.ScenePartition.Editor
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        }
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        private void OnGUI()
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        {
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            using (new EditorGUILayout.VerticalScope())
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            {
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                DrawScenePartition();
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                GUILayout.FlexibleSpace();
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                DrawSceneDataCache();
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            }
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        }
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        private void DrawScenePartition()
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        {
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            if (!ScenePartitionUtils.TryGetScenePartitionSOForActiveScene(out var scenePartitionSO)) return;
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            EditorGUILayout.LabelField($"ScenePartition | {scenePartitionSO.SceneName}", EditorStyles.boldLabel);
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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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                using (new EditorGUILayout.HorizontalScope())
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                {
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                    if (GUILayout.Button(new GUIContent("Unload", "Empty the scene and save it (so it has no changes in source control)."), EditorStyles.miniButtonLeft))
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                    {
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                        scenePartitionSO.Unload();
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                    }
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                    if (GUILayout.Button(new GUIContent("Reload", "Discard changes and reload loaded partitions."), EditorStyles.miniButtonRight))
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                    {
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                        scenePartitionSO.Reload();
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                    }
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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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                EditorGUIUtils.HorizontalLine();
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                using (new EditorGUILayout.HorizontalScope())
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                {
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                    id = (ulong)EditorGUILayout.LongField("id", (long)id);
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                    if (GUILayout.Button("Load Id"))
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                    {
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                        scenePartitionSO.LoadPartitions(new ulong[1] { id });
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                    }
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                }
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                EditorGUIUtils.HorizontalLine();
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                ScenePartitionSceneViewEditor.cellSize = EditorGUILayout.IntSlider("cellSize", ScenePartitionSceneViewEditor.cellSize, 10, 1000);
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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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                if (scenePartitionSO.Data.SceneGrid != null)
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                {
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                    using (new EditorGUILayout.HorizontalScope())
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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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                    }
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                }
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                EditorGUIUtils.HorizontalLine();
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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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            }
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        }
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        private void DrawSceneDataCache()
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        {
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            EditorGUILayout.LabelField("Cache", EditorStyles.boldLabel);
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@@ -37,11 +133,6 @@ namespace VertexColor.ScenePartition.Editor
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            EditorGUIUtils.HorizontalLine();
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            DrawSceneDataCache();
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        }
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        private void DrawSceneDataCache()
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        {
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            using (EditorGUIUtils.FoldoutHeaderScope foldoutGroup = new EditorGUIUtils.FoldoutHeaderScope("SceneDataCache", ref foldoutGroupEnabled))
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            {
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                if (!foldoutGroupEnabled) return;
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