ScenePartition/Editor/ScenePartitionSO.cs
max 3bba6da1a6 SerializationUtility
- Split local editor data into separate SO
- Serializable dicts, sorted lists and sorted sets
- Only delete and save loaded partitions
2023-06-25 15:51:54 +02:00

183 lines
6.1 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace VertexColor.ScenePartition.Editor
{
[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionSO")]
public class ScenePartitionSO : ScriptableObject
{
[field: SerializeField]
public SceneAsset sceneAsset { get; private set; } = null;
public string sceneName => sceneAsset == null ? name : sceneAsset.name;
public ScenePartitionDataSO scenePartitionData = null;
public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
public void CreateScene()
{
if (sceneAsset != null) return;
string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity");
Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
EditorSceneManager.SaveScene(scene, scenePath);
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()
{
CreateScenePartitions();
SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.scenePartitions.Keys);
LoadScenePartitions(ids);
}
private void CreateScenePartitions()
{
string dataPath = ScenePartitionUtils.GetDataPath(this);
string[] files = Directory.GetFiles(dataPath);
scenePartitionData.scenePartitions = new SerializableSortedList<uint, ScenePartition>();
for (int i = 0; i < files.Length; i++)
{
ScenePartition scenePartition = new ScenePartition(files[i]);
scenePartitionData.scenePartitions.Add(scenePartition.id, scenePartition);
}
}
private void LoadScenePartitions(SortedSet<uint> partitionIds)
{
if (!scenePartitionData.hasCreatedPartitions) return;
string scenePath = ScenePartitionUtils.GetScenePath(this);
List<string> data = new List<string>();
scenePartitionData.loadedScenePartitions.Clear();
// Add default ids.
for (int i = 0; i < alwaysLoadIds.Count; i++)
{
if (scenePartitionData.scenePartitions.ContainsKey(alwaysLoadIds[i]))
{
partitionIds.Add(alwaysLoadIds[i]);
}
}
// Create scene data.
foreach (uint id in partitionIds)
{
ScenePartition p = scenePartitionData.scenePartitions[id];
data.AddRange(p.data);
scenePartitionData.loadedScenePartitions.Add(p.id, p);
}
// Create scene.
File.WriteAllLines(scenePath, data);
AssetDatabase.Refresh();
}
/// <summary>
/// Convert scene to partitions and save them to disk.
/// </summary>
public void Save()
{
if (!scenePartitionData.hasCreatedPartitions) return;
if (!scenePartitionData.hasLoadedPartitions) return;
DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this);
string[] data = File.ReadAllLines(scenePath);
int lastIndex = data.Length;
for (int i = data.Length - 1; i >= 0; i--)
{
if (data[i].StartsWith("---")) // --- is the start of a new yaml document.
{
int idStartIndex = data[i].IndexOf(" &") + 2; // & is the start of the object id.
int idLength = data[i].Length;
File.WriteAllLines($"{dataPath}/{sceneName}-{data[i][idStartIndex..idLength]}.yaml", data[i..lastIndex]);
lastIndex = i;
}
}
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()
{
string dataPath = ScenePartitionUtils.GetDataPath(this);
string scenePath = ScenePartitionUtils.GetScenePath(this);
Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
GameObject[] gameObjects = scene.GetRootGameObjects();
for (int i = gameObjects.Length - 1; i >= 0; i--)
{
DestroyImmediate(gameObjects[i]);
}
EditorSceneManager.SaveScene(scene);
scenePartitionData.scenePartitions.Clear();
AssetDatabase.Refresh();
}
private void DeleteLoadedPartitions()
{
if (!scenePartitionData.hasCreatedPartitions) return;
foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.scenePartitions)
{
if (!File.Exists(scenePartition.Value.filePath)) continue;
File.Delete(scenePartition.Value.filePath);
}
scenePartitionData.loadedScenePartitions.Clear();
}
public void LoadPartitions(uint[] ids)
{
SortedSet<uint> partitionIds = new SortedSet<uint>();
for (int i = 0; i < ids.Length; i++)
{
SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.scenePartitions, ids[i]);
foreach (uint c in connections)
{
partitionIds.Add(c);
}
}
LoadScenePartitions(partitionIds);
}
}
}