ScenePartition/Editor/ScenePartitionEditorWindow.cs
max 80c90d884a ulong and grid list wrapper test
- wrapped lists in serialized dicts do work, maybe wrap anything.
- note: maybe convert long fields to string fields to support ulong?
2023-07-03 23:35:29 +02:00

91 lines
3.2 KiB
C#

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor
{
public class ScenePartitionEditorWindow : EditorWindow
{
private const int cellSize = 10;
private Vector2 scrollPos = Vector2.zero;
[MenuItem("Max/ScenePartitionWindow")]
public static void ShowExample()
{
ScenePartitionEditorWindow window = GetWindow<ScenePartitionEditorWindow>();
window.titleContent = new GUIContent($"{nameof(ScenePartitionEditorWindow)}");
}
private void OnGUI()
{
if (GUILayout.Button("Save"))
{
ScenePartitionSS.Save();
}
DrawSceneDataCache();
}
private void DrawSceneDataCache()
{
using (EditorGUILayout.ScrollViewScope scope = new EditorGUILayout.ScrollViewScope(scrollPos))
{
scrollPos = scope.scrollPosition;
using (new EditorGUI.DisabledGroupScope(true))
{
ScenePartitionSS scenePartitionSS = ScenePartitionSS.instance;
foreach (KeyValuePair<ScenePartitionSO, ScenePartitionData> sceneData in scenePartitionSS.SceneDataCache)
{
if (sceneData.Key == null || sceneData.Value == null) continue;
EditorGUILayout.LabelField($"{sceneData.Key.name}");
if (sceneData.Value.HasCreatedPartitions)
{
EditorGUILayout.LabelField($"scenePartitions");
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
{
EditorGUILayout.LongField((long)scenePartition.Key);
}
}
EditorGUILayout.Space();
if (sceneData.Value.HasLoadedPartitions)
{
EditorGUILayout.LabelField($"loadedScenePartitions");
foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
{
EditorGUILayout.LongField((long)scenePartition.Value.id);
}
}
if (sceneData.Value.SceneGrid != null)
{
EditorGUILayout.LabelField($"generatedSceneGrid");
foreach (KeyValuePair<int, GridList> item in sceneData.Value.SceneGrid.Grid)
{
EditorGUILayout.IntField("gridId", item.Key);
EditorGUI.indentLevel++;
foreach (ulong id in item.Value.list)
{
EditorGUILayout.LongField((long)id);
}
EditorGUI.indentLevel--;
}
}
}
}
}
}
}
}