314 lines
18 KiB
C#
314 lines
18 KiB
C#
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#if UNITY_EDITOR
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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namespace Normal.Realtime {
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public class RealtimeViewConfiguration {
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// RealtimeView Management
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private static Dictionary<RealtimeView, byte[]> _rootSceneViewUUIDMap = new Dictionary<RealtimeView, byte[]>();
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public static void _UpdateRealtimeViewSceneViewUUID(RealtimeView realtimeView, byte[] sceneViewUUID) {
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_rootSceneViewUUIDMap[realtimeView] = sceneViewUUID;
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}
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public static byte[] GetSceneViewUUIDAsByteArray(SerializedProperty property) {
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byte[] sceneViewUUID = new byte[property.arraySize];
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for (int i = 0; i < property.arraySize; i++) {
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sceneViewUUID[i] = (byte)property.GetArrayElementAtIndex(i).intValue;
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}
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return sceneViewUUID;
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}
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public static byte[] SetSceneViewUUIDUsingByteArray(SerializedProperty property, byte[] sceneViewUUID) {
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property.ClearArray();
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for (int i = 0; i < sceneViewUUID.Length; i++) {
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property.InsertArrayElementAtIndex(i);
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property.GetArrayElementAtIndex(i).intValue = sceneViewUUID[i];
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}
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return sceneViewUUID;
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}
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public static void _HierarchyDidChange() {
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if (Application.isPlaying)
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return;
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GameObject[] sceneRootGameObjects = SceneManager.GetActiveScene().GetRootGameObjects();
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Realtime[] realtimeInstances = sceneRootGameObjects.SelectMany(i => i.GetComponentsInChildren<Realtime>()).ToArray();
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bool didWarnAboutRealtimeInstancesBeingTooFewOrTooMany = false;
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// Automatically configure scene RealtimeViews
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RealtimeView[] realtimeViews = Resources.FindObjectsOfTypeAll<RealtimeView>();
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foreach (RealtimeView realtimeView in realtimeViews) {
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if (realtimeView == null)
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continue;
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ConfigureRealtimeView(realtimeView, realtimeInstances, ref didWarnAboutRealtimeInstancesBeingTooFewOrTooMany);
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}
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}
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public static void _ConfigureRealtimeView(RealtimeView realtimeView) {
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GameObject[] sceneRootGameObjects = SceneManager.GetActiveScene().GetRootGameObjects();
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Realtime[] realtimeInstances = sceneRootGameObjects.SelectMany(i => i.GetComponentsInChildren<Realtime>()).ToArray();
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bool didWarnAboutRealtimeInstancesBeingTooFewOrTooMany = false;
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ConfigureRealtimeView(realtimeView, realtimeInstances, ref didWarnAboutRealtimeInstancesBeingTooFewOrTooMany);
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}
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private static void ConfigureRealtimeView(RealtimeView realtimeView, Realtime[] realtimeInstances, ref bool didWarnAboutRealtimeInstancesBeingTooFewOrTooMany) {
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SerializedObject realtimeViewSerializedObject = new SerializedObject(realtimeView);
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realtimeViewSerializedObject.Update();
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SerializedProperty realtimeProperty = realtimeViewSerializedObject.FindProperty("_realtime");
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SerializedProperty sceneViewUUIDProperty = realtimeViewSerializedObject.FindProperty("_sceneViewUUID");
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SerializedProperty isRootPrefabViewProperty = realtimeViewSerializedObject.FindProperty("_isRootPrefabView");
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// Realtime Instance
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Realtime realtime = realtimeProperty.objectReferenceValue as Realtime;
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bool prefab = EditorUtility.IsPersistent(realtimeView.gameObject);
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if (prefab) {
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if (realtime != null) {
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realtimeProperty.objectReferenceValue = null;
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}
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} else {
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if (realtime == null) {
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if (realtimeInstances.Length == 1) {
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realtimeProperty.objectReferenceValue = realtimeInstances[0];
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} else if (!didWarnAboutRealtimeInstancesBeingTooFewOrTooMany) {
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if (realtimeInstances.Length == 0) {
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Debug.LogWarning("RealtimeView: No instances of Realtime exist in the scene. Make sure to create an instance of Realtime otherwise this scene view will not work!");
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} else if (realtimeInstances.Length > 1) {
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Debug.LogWarning("RealtimeView: There are multiple instances of Realtime in the scene. If you plan to use this as a scene view, wire up a reference to Realtime manually under the Advanced Settings panel on the RealtimeView.");
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}
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didWarnAboutRealtimeInstancesBeingTooFewOrTooMany = true;
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}
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}
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}
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// Add realtime components
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RealtimeComponent[] components = realtimeView.GetComponents<RealtimeComponent>();
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foreach (RealtimeComponent component in components) {
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AddComponentToViewListIfNeeded(realtimeView, component);
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}
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// Add to parent RealtimeView if this is a child view
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bool isRoot = AddChildViewToParentViewIfNeeded(realtimeView, realtimeViewSerializedObject);
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byte[] sceneViewUUID = GetSceneViewUUIDAsByteArray(sceneViewUUIDProperty);
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if (isRoot && !prefab) {
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// Root scene view
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// Make sure this root scene view exists in our map. If it does, verify the UUID is set properly.
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byte[] previouslyAssignedUUID;
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if (_rootSceneViewUUIDMap.TryGetValue(realtimeView, out previouslyAssignedUUID)) {
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// If previously assigned UUID doesn't match, reset it. This can happen when clicking Apply on a prefab.
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// This is because the UUID gets stored on the prefab and cleared on the scene view because it inherits the value from the prefab.
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// Then this script comes in and clears the UUID on the prefab, which then means the scene view will have no UUID because it's inheriting
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// from the prefab. We'll detect that here and set it back on the scene view.
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if (!previouslyAssignedUUID.SequenceEqual(sceneViewUUID)) {
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// Reset scene view UUID
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sceneViewUUID = SetSceneViewUUIDUsingByteArray(sceneViewUUIDProperty, previouslyAssignedUUID);
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}
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} else {
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// Set scene UUID if needed
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if (sceneViewUUID == null || sceneViewUUID.Length == 0) {
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sceneViewUUID = SetSceneViewUUIDUsingByteArray(sceneViewUUIDProperty, Guid.NewGuid().ToByteArray());
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} else {
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// If this view doesn't exist in the UUID map, but it has a scene view UUID, it's possible it's been copy & pasted. Check the map to see if another scene view has the same UUID. If it does, reset it and log a warning.
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foreach (KeyValuePair<RealtimeView, byte[]> viewUUIDPair in _rootSceneViewUUIDMap) {
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RealtimeView view = viewUUIDPair.Key;
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byte[] viewUUID = viewUUIDPair.Value;
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if (sceneViewUUID.SequenceEqual(viewUUID) && realtimeView != view && realtimeView.gameObject.scene == view.gameObject.scene) {
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// If we enter this block, it means there's already a realtime view with this UUID loaded, /and/ it exists in the same scene.
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// As far as I know, the only way for that to happen is to copy & paste a root scene realtime view. In that case, I think it's ok to reset
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// the UUID on the copy. And since the original is going to be the one that already exists in the map, that means this one is the copy.
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// For root scene views that have the same UUID as a view in another scene, we'll log an error below. That can happen when a scene is saved
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// as a copy, and the copy is additively loaded. In that case, we don't know which view the developer will want to keep so we log the error.
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Debug.LogWarning("Realtime: Found a RealtimeView in scene with a duplicate UUID. Resetting the UUID on the copy.");
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sceneViewUUID = SetSceneViewUUIDUsingByteArray(sceneViewUUIDProperty, Guid.NewGuid().ToByteArray());
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break;
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}
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}
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}
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// Add to the map
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_rootSceneViewUUIDMap[realtimeView] = sceneViewUUID;
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}
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} else {
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// Not root scene view
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// Clear scene UUID
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if (sceneViewUUID == null || sceneViewUUID.Length != 0) {
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// Clear the UUID
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sceneViewUUID = SetSceneViewUUIDUsingByteArray(sceneViewUUIDProperty, new byte[0]);
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// Remove from map
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_rootSceneViewUUIDMap.Remove(realtimeView);
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}
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}
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if (isRoot && prefab) {
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// Root prefab view
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// Set isRootPrefabView property
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if (!isRootPrefabViewProperty.boolValue)
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isRootPrefabViewProperty.boolValue = true;
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} else {
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// Not root prefab view
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// Clear isRootPrefabView property
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if (isRootPrefabViewProperty.boolValue)
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isRootPrefabViewProperty.boolValue = false;
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}
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realtimeViewSerializedObject.ApplyModifiedPropertiesWithoutUndo();
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}
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private static void AddComponentToViewListIfNeeded(RealtimeView view, RealtimeComponent componentToAdd) {
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// Add to view's components list.
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SerializedObject viewSerializedObject = new SerializedObject(view);
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viewSerializedObject.Update();
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SerializedProperty componentsProperty = viewSerializedObject.FindProperty("_components");
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int numberOfComponents = componentsProperty.arraySize;
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// Check for component in the list
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int largestComponentID = 0;
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for (int i = 0; i < numberOfComponents; i++) {
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SerializedProperty componentProperty = componentsProperty.GetArrayElementAtIndex(i);
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SerializedProperty componentComponentIDProperty = componentProperty.FindPropertyRelative("componentID");
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SerializedProperty componentComponentProperty = componentProperty.FindPropertyRelative("component");
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MonoBehaviour component = componentComponentProperty.objectReferenceValue as MonoBehaviour;
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// If the component exists, we're done.
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if (component == componentToAdd)
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return;
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int componentID = componentComponentIDProperty.intValue;
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if (componentID > largestComponentID)
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largestComponentID = componentID;
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}
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// Not found. Add to list.
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int componentIndex = numberOfComponents;
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int nextAvailableComponentID = largestComponentID + 1;
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componentsProperty.InsertArrayElementAtIndex(componentIndex);
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SerializedProperty newComponentProperty = componentsProperty.GetArrayElementAtIndex(componentIndex);
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newComponentProperty.FindPropertyRelative("componentID").intValue = nextAvailableComponentID;
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newComponentProperty.FindPropertyRelative("component").objectReferenceValue = componentToAdd;
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newComponentProperty.FindPropertyRelative("componentIDHasBeenUsed").boolValue = true;
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viewSerializedObject.ApplyModifiedPropertiesWithoutUndo();
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}
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private static bool AddChildViewToParentViewIfNeeded(RealtimeView childView, SerializedObject childViewSerializedObject) {
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if (childView == null) {
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Debug.LogError("Attempting to add null child view to parent view. This is a bug! Bailing...");
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return false;
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}
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// Recursively trace up to the parent
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RealtimeView parentView = FindParentRealtimeViewForTransform(childView.transform);
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// Remove from previous parentView and update _parentView property.
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SerializedProperty parentViewSerializedProperty = childViewSerializedObject.FindProperty("_parentView");
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RealtimeView oldParentView = parentViewSerializedProperty.objectReferenceValue as RealtimeView;
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if (parentView != oldParentView) {
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// We're going to change the parent below. Remove the child view from the old parent view's child view list.
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if (oldParentView != null)
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RemoveChildViewFromParentViewList(oldParentView, childView);
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// Set parent property on child view
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parentViewSerializedProperty.objectReferenceValue = parentView;
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}
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// No parent found, this is a root view.
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if (parentView == null)
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return true;
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// Add to parent view's childViews list.
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SerializedObject parentViewSerializedObject = new SerializedObject(parentView);
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parentViewSerializedObject.Update();
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SerializedProperty childViewsProperty = parentViewSerializedObject.FindProperty("_childViews");
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int numberOfChildViews = childViewsProperty.arraySize;
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// Check for child view in the list
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int largestViewID = 0;
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for (int i = 0; i < numberOfChildViews; i++) {
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SerializedProperty childViewProperty = childViewsProperty.GetArrayElementAtIndex(i);
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SerializedProperty childViewViewIDProperty = childViewProperty.FindPropertyRelative("viewID");
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SerializedProperty childViewViewProperty = childViewProperty.FindPropertyRelative("view");
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SerializedProperty childViewViewToUseIfMovedBackProperty = childViewProperty.FindPropertyRelative("viewToUseIfMovedBack");
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RealtimeView view = childViewViewProperty.objectReferenceValue as RealtimeView;
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RealtimeView viewToUseIfMovedBack = childViewViewToUseIfMovedBackProperty.objectReferenceValue as RealtimeView;
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// If the view exists, we're done.
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if (view == childView)
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return false;
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// If the view has been assigned to this property before, re-assign it and we're done.
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if (viewToUseIfMovedBack == childView) {
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childViewViewProperty.objectReferenceValue = childView;
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parentViewSerializedProperty.objectReferenceValue = parentView;
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parentViewSerializedObject.ApplyModifiedPropertiesWithoutUndo();
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return false;
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}
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int viewID = childViewViewIDProperty.intValue;
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if (viewID > largestViewID)
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largestViewID = viewID;
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}
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// Not found. Add to list.
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int viewIndex = numberOfChildViews;
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int nextAvailableViewID = largestViewID + 1;
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childViewsProperty.InsertArrayElementAtIndex(viewIndex);
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SerializedProperty newChildViewProperty = childViewsProperty.GetArrayElementAtIndex(viewIndex);
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newChildViewProperty.FindPropertyRelative("viewID").intValue = nextAvailableViewID;
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newChildViewProperty.FindPropertyRelative("view").objectReferenceValue = childView;
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newChildViewProperty.FindPropertyRelative("viewToUseIfMovedBack").objectReferenceValue = childView;
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newChildViewProperty.FindPropertyRelative("viewIDHasBeenUsed").boolValue = true;
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parentViewSerializedObject.ApplyModifiedPropertiesWithoutUndo();
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return false;
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}
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private static RealtimeView FindParentRealtimeViewForTransform(Transform realtimeViewTransform) {
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Transform parent = realtimeViewTransform.parent;
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if (parent == null)
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return null;
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RealtimeView realtimeView = parent.GetComponent<RealtimeView>();
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if (realtimeView != null)
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return realtimeView;
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return FindParentRealtimeViewForTransform(parent);
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}
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private static void RemoveChildViewFromParentViewList(RealtimeView parentView, RealtimeView childView) {
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// Remove from parent view's childViews list.
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SerializedObject parentViewSerializedObject = new SerializedObject(parentView);
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parentViewSerializedObject.Update();
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SerializedProperty childViewsProperty = parentViewSerializedObject.FindProperty("_childViews");
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int numberOfChildViews = childViewsProperty.arraySize;
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// Check for child view in the list
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for (int i = 0; i < numberOfChildViews; i++) {
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SerializedProperty childViewProperty = childViewsProperty.GetArrayElementAtIndex(i);
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SerializedProperty childViewViewProperty = childViewProperty.FindPropertyRelative("view");
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SerializedProperty childViewViewToUseIfMovedBackProperty = childViewProperty.FindPropertyRelative("viewToUseIfMovedBack");
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RealtimeView view = childViewViewProperty.objectReferenceValue as RealtimeView;
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// If the view exists, clear it out.
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if (view == childView) {
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// Clear view property
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childViewViewProperty.objectReferenceValue = null;
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// Store a reference so if the view is moved back, it gets assigned to the same View ID
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childViewViewToUseIfMovedBackProperty.objectReferenceValue = childView;
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}
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}
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parentViewSerializedObject.ApplyModifiedPropertiesWithoutUndo();
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}
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}
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}
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#endif
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