generated from max/template-unity-project
max
3bba6da1a6
- Split local editor data into separate SO - Serializable dicts, sorted lists and sorted sets - Only delete and save loaded partitions
183 lines
6.1 KiB
C#
183 lines
6.1 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace VertexColor.ScenePartition.Editor
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{
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[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionSO")]
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public class ScenePartitionSO : ScriptableObject
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{
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[field: SerializeField]
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public SceneAsset sceneAsset { get; private set; } = null;
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public string sceneName => sceneAsset == null ? name : sceneAsset.name;
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public ScenePartitionDataSO scenePartitionData = null;
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public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
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public void CreateScene()
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{
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if (sceneAsset != null) return;
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string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity");
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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EditorSceneManager.SaveScene(scene, scenePath);
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AssetDatabase.Refresh();
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sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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/// <summary>
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/// Load partitions from disk and construct the scene file.
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/// </summary>
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public void LoadAll()
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{
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CreateScenePartitions();
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SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.scenePartitions.Keys);
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LoadScenePartitions(ids);
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}
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private void CreateScenePartitions()
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{
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string[] files = Directory.GetFiles(dataPath);
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scenePartitionData.scenePartitions = new SerializableSortedList<uint, ScenePartition>();
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for (int i = 0; i < files.Length; i++)
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{
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ScenePartition scenePartition = new ScenePartition(files[i]);
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scenePartitionData.scenePartitions.Add(scenePartition.id, scenePartition);
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}
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}
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private void LoadScenePartitions(SortedSet<uint> partitionIds)
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{
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if (!scenePartitionData.hasCreatedPartitions) return;
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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List<string> data = new List<string>();
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scenePartitionData.loadedScenePartitions.Clear();
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// Add default ids.
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for (int i = 0; i < alwaysLoadIds.Count; i++)
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{
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if (scenePartitionData.scenePartitions.ContainsKey(alwaysLoadIds[i]))
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{
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partitionIds.Add(alwaysLoadIds[i]);
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}
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}
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// Create scene data.
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foreach (uint id in partitionIds)
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{
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ScenePartition p = scenePartitionData.scenePartitions[id];
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data.AddRange(p.data);
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scenePartitionData.loadedScenePartitions.Add(p.id, p);
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}
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// Create scene.
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File.WriteAllLines(scenePath, data);
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AssetDatabase.Refresh();
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}
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/// <summary>
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/// Convert scene to partitions and save them to disk.
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/// </summary>
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public void Save()
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{
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if (!scenePartitionData.hasCreatedPartitions) return;
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if (!scenePartitionData.hasLoadedPartitions) return;
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DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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string[] data = File.ReadAllLines(scenePath);
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int lastIndex = data.Length;
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for (int i = data.Length - 1; i >= 0; i--)
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{
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if (data[i].StartsWith("---")) // --- is the start of a new yaml document.
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{
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int idStartIndex = data[i].IndexOf(" &") + 2; // & is the start of the object id.
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int idLength = data[i].Length;
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File.WriteAllLines($"{dataPath}/{sceneName}-{data[i][idStartIndex..idLength]}.yaml", data[i..lastIndex]);
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lastIndex = i;
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}
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}
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File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]);
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LoadAll(); // Reload.
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}
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/// <summary>
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/// Empty the scene and save it (so it has no changes in source control).
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/// </summary>
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public void Unload()
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{
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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for (int i = gameObjects.Length - 1; i >= 0; i--)
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{
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DestroyImmediate(gameObjects[i]);
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}
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EditorSceneManager.SaveScene(scene);
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scenePartitionData.scenePartitions.Clear();
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AssetDatabase.Refresh();
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}
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private void DeleteLoadedPartitions()
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{
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if (!scenePartitionData.hasCreatedPartitions) return;
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.scenePartitions)
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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File.Delete(scenePartition.Value.filePath);
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}
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scenePartitionData.loadedScenePartitions.Clear();
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}
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public void LoadPartitions(uint[] ids)
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{
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SortedSet<uint> partitionIds = new SortedSet<uint>();
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for (int i = 0; i < ids.Length; i++)
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{
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SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.scenePartitions, ids[i]);
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foreach (uint c in connections)
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{
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partitionIds.Add(c);
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}
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}
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LoadScenePartitions(partitionIds);
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}
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}
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} |