ScenePartitionObject

- Loading
- Partial loading
- Saving
This commit is contained in:
max 2023-06-25 04:39:12 +02:00
parent f2e785f3fb
commit b067522a95
5 changed files with 236 additions and 27 deletions

70
Editor/ScenePartition.cs Normal file
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@ -0,0 +1,70 @@
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
namespace VertexColor.ScenePartition.Editor
{
public class SceneIdComparer : IComparer<ScenePartition>
{
public int Compare(ScenePartition x, ScenePartition y)
{
if (x.id == y.id)
{
return 0;
}
if (x.id < y.id)
{
return -1;
}
return 1;
}
}
[System.Serializable]
public class ScenePartition
{
public uint id = 0;
public string filePath = null;
public string[] data = null;
public HashSet<uint> references = new HashSet<uint>();
public ScenePartition(string filePath)
{
this.filePath = filePath;
data = File.ReadAllLines(filePath);
if (data == null || data.Length == 0) return;
{ // Get id.
string pattern = @"&(\d+)";
// Find all matches using regex
Match match = Regex.Match(data[0], pattern);
if (!match.Success) return;
if (!uint.TryParse(match.Groups[1].Value, out id)) return;
}
{ // Get references.
string pattern = @"fileID:\s(\d+)";
for (int i = 0; i < data.Length; i++)
{
// Find the match using regex
Match match = Regex.Match(data[i], pattern);
if (!match.Success) continue;
if (uint.TryParse(match.Groups[1].Value, out uint fileNumber))
{
if (fileNumber == 0) continue; // 0 == nothing.
references.Add(fileNumber);
}
}
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 002f02333c6d0b844bff6ab0266ad686
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,6 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq;
using UnityEditor; using UnityEditor;
using UnityEditor.SceneManagement; using UnityEditor.SceneManagement;
using UnityEngine; using UnityEngine;
@ -13,11 +12,13 @@ public class ScenePartitionSO : ScriptableObject
{ {
[field: SerializeField] [field: SerializeField]
public SceneAsset sceneAsset { get; private set; } = null; public SceneAsset sceneAsset { get; private set; } = null;
public string sceneName { get; private set; } = ""; public string sceneName => sceneAsset == null ? name : sceneAsset.name;
public bool hasLoadedPartitions => (loadedPartitions != null && loadedPartitions.Count > 0); public bool hasCreatedPartitions => scenePartitions != null && scenePartitions.Count > 0;
[SerializeField] public SortedList<uint, ScenePartition> scenePartitions = null;
private List<string> loadedPartitions = null; // Should not be serialized, this would be local data only.
public bool hasLoadedPartitions => loadedScenePartitions != null && loadedScenePartitions.Count > 0;
public SortedList<uint, ScenePartition> loadedScenePartitions = null;
public void CreateScene() public void CreateScene()
{ {
@ -29,34 +30,72 @@ public void CreateScene()
EditorSceneManager.SaveScene(scene, scenePath); EditorSceneManager.SaveScene(scene, scenePath);
AssetDatabase.Refresh(); AssetDatabase.Refresh();
sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
} }
/// <summary>
/// Load partitions from disk and construct the scene file.
/// </summary>
public void LoadAll() public void LoadAll()
{
CreateScenePartitions();
SortedSet<uint> ids = new SortedSet<uint>(scenePartitions.Keys);
LoadScenePartitions(ids);
}
private void CreateScenePartitions()
{ {
string dataPath = ScenePartitionUtils.GetDataPath(this); string dataPath = ScenePartitionUtils.GetDataPath(this);
string[] files = Directory.GetFiles(dataPath);
scenePartitions = new SortedList<uint, ScenePartition>();
for (int i = 0; i < files.Length; i++)
{
ScenePartition scenePartition = new ScenePartition(files[i]);
scenePartitions.Add(scenePartition.id, scenePartition);
}
}
private void LoadScenePartitions(SortedSet<uint> partitionIds)
{
if (!hasCreatedPartitions) return;
string scenePath = ScenePartitionUtils.GetScenePath(this); string scenePath = ScenePartitionUtils.GetScenePath(this);
List<string> data = new List<string>(); List<string> data = new List<string>();
List<string> files = Directory.GetFiles(dataPath).ToList();
files.Sort();
for (int i = 0; i < files.Count; i++) loadedScenePartitions = new SortedList<uint, ScenePartition>();
// Add the header.
partitionIds.Add(0);
// Create scene data.
foreach (uint id in partitionIds)
{ {
data.AddRange(File.ReadAllLines(files[i])); ScenePartition p = scenePartitions[id];
data.AddRange(p.data);
loadedScenePartitions.Add(p.id, p);
} }
// Create scene.
File.WriteAllLines(scenePath, data); File.WriteAllLines(scenePath, data);
loadedPartitions.AddRange(files);
AssetDatabase.Refresh(); AssetDatabase.Refresh();
} }
/// <summary>
/// Convert scene to partitions and save them to disk.
/// </summary>
public void SaveAll() public void SaveAll()
{ {
if (!hasLoadedPartitions) return; if (!hasCreatedPartitions) return;
DeleteLoadedPartitions(); DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
string dataPath = ScenePartitionUtils.GetDataPath(this); string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this); string scenePath = ScenePartitionUtils.GetScenePath(this);
@ -78,8 +117,13 @@ public void SaveAll()
} }
File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]); File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]);
LoadAll(); // Reload.
} }
/// <summary>
/// Empty the scene and save it (so it has no changes in source control).
/// </summary>
public void Unload() public void Unload()
{ {
string dataPath = ScenePartitionUtils.GetDataPath(this); string dataPath = ScenePartitionUtils.GetDataPath(this);
@ -91,36 +135,45 @@ public void Unload()
for (int i = gameObjects.Length - 1; i >= 0; i--) for (int i = gameObjects.Length - 1; i >= 0; i--)
{ {
Object.DestroyImmediate(gameObjects[i]); DestroyImmediate(gameObjects[i]);
} }
EditorSceneManager.SaveScene(scene); EditorSceneManager.SaveScene(scene);
loadedPartitions.Clear(); scenePartitions.Clear();
AssetDatabase.Refresh(); AssetDatabase.Refresh();
} }
private void DeleteLoadedPartitions() private void DeleteLoadedPartitions()
{ {
if (loadedPartitions == null) return; if (!hasCreatedPartitions) return;
for (int i = loadedPartitions.Count - 1; i >= 0; i--) foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitions)
{ {
if (!File.Exists(loadedPartitions[i])) continue; if (!File.Exists(scenePartition.Value.filePath)) continue;
File.Delete(loadedPartitions[i]); File.Delete(scenePartition.Value.filePath);
} }
loadedPartitions.Clear(); scenePartitions.Clear();
} }
private void OnValidate() public void LoadPartitions(uint[] ids)
{ {
if (string.IsNullOrWhiteSpace(sceneName) && sceneAsset != null) SortedSet<uint> partitionIds = new SortedSet<uint>();
for (int i = 0; i < ids.Length; i++)
{ {
sceneName = sceneAsset.name; SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitions, ids[i]);
}
foreach (uint c in connections)
{
partitionIds.Add(c);
}
}
LoadScenePartitions(partitionIds);
} }
} }
} }

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@ -1,15 +1,19 @@
using UnityEngine;
using UnityEditor; using UnityEditor;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor namespace VertexColor.ScenePartition.Editor
{ {
[CustomEditor(typeof(ScenePartitionSO))] [CustomEditor(typeof(ScenePartitionSO))]
public class ScenePartitionSOEditor : UnityEditor.Editor public class ScenePartitionSOEditor : UnityEditor.Editor
{ {
private int id = 0;
public override void OnInspectorGUI() public override void OnInspectorGUI()
{ {
ScenePartitionSO scenePartitionSO = (target as ScenePartitionSO); ScenePartitionSO scenePartitionSO = (target as ScenePartitionSO);
DrawDefaultInspector();
serializedObject.Update(); serializedObject.Update();
//EditorGUILayout.PropertyField(sceneAssetProperty); //EditorGUILayout.PropertyField(sceneAssetProperty);
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
@ -30,7 +34,7 @@ public override void OnInspectorGUI()
scenePartitionSO.LoadAll(); scenePartitionSO.LoadAll();
} }
if (scenePartitionSO.hasLoadedPartitions) if (scenePartitionSO.hasCreatedPartitions)
{ {
if (GUILayout.Button("Save All")) if (GUILayout.Button("Save All"))
{ {
@ -43,17 +47,60 @@ public override void OnInspectorGUI()
scenePartitionSO.Unload(); scenePartitionSO.Unload();
} }
EditorGUILayout.Space();
if (GUILayout.Button("Open Scene Data Folder")) if (GUILayout.Button("Open Scene Data Folder"))
{ {
EditorUtility.RevealInFinder(ScenePartitionUtils.GetDataPath(scenePartitionSO)); EditorUtility.RevealInFinder(ScenePartitionUtils.GetDataPath(scenePartitionSO));
} }
EditorGUILayout.Space();
id = EditorGUILayout.IntField("id", id);
if (GUILayout.Button("Test Load"))
{
scenePartitionSO.LoadPartitions(new uint[1] { (uint)id });
}
} }
EditorGUILayout.Space(); EditorGUILayout.Space();
using (new EditorGUI.DisabledGroupScope(true)) using (new EditorGUI.DisabledGroupScope(true))
{ {
DrawDefaultInspector(); if (scenePartitionSO.hasCreatedPartitions)
{
EditorGUILayout.LabelField($"scenePartitions");
foreach (System.Collections.Generic.KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionSO.scenePartitions)
{
EditorGUILayout.IntField((int)scenePartition.Value.id);
EditorGUI.indentLevel++;
foreach (var reference in scenePartition.Value.references)
{
EditorGUILayout.IntField((int)reference);
}
EditorGUI.indentLevel--;
}
}
EditorGUILayout.Space();
if (scenePartitionSO.hasLoadedPartitions)
{
EditorGUILayout.LabelField($"loadedScenePartitions");
foreach (System.Collections.Generic.KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionSO.loadedScenePartitions)
{
EditorGUILayout.IntField((int)scenePartition.Value.id);
EditorGUI.indentLevel++;
foreach (var reference in scenePartition.Value.references)
{
EditorGUILayout.IntField((int)reference);
}
EditorGUI.indentLevel--;
}
}
} }
} }
} }

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@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.IO; using System.IO;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
@ -24,5 +25,32 @@ public static string GetScenePath(ScenePartitionSO scenePartitionSO)
return scenePath; return scenePath;
} }
public static SortedSet<uint> FindDeeplyLinkedObjects(SortedList<uint, ScenePartition> scenePartitions, uint partitionId)
{
SortedSet<uint> linkedObjects = new SortedSet<uint>();
FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
return linkedObjects;
}
private static void FindDeeplyLinkedObjectsRecursive(SortedList<uint, ScenePartition> scenePartitions, uint partitionId, SortedSet<uint> linkedObjects)
{
if (linkedObjects.Contains(partitionId)) return;
if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
linkedObjects.Add(partitionId);
foreach (uint reference in partition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
{
foreach (uint subReference in referencedPartition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
}
}
}
}
} }
} }