BITFALL/Assets/GSpawn - Level Designer/Scripts/Level Design/Object Spawn/TileRule.cs

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2024-01-27 04:09:57 +08:00
#if UNITY_EDITOR
//#define TILE_RULE_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
using UnityEngine;
using UnityEngine.UIElements;
using System;
using System.Collections.Generic;
using UnityEditor;
namespace GSpawn
{
public enum TileRuleType
{
Standard = 0,
Platform,
Ramp
}
public enum TileRuleRotationMode
{
Fixed = 0,
Rotated,
[Obsolete]
MirrorX,
[Obsolete]
MirrorZ
}
[Flags]
public enum TileRuleFilter
{
None = 0,
Standard = 1,
Platform = 2,
Ramp = 4,
All = ~0
}
public class TileRulePrefabPickParams
{
public TileRuleGrid grid;
public Vector3Int cellCoords;
}
public class TileRule : ScriptableObject
{
[NonSerialized]
private SerializedObject _serializedObject;
[SerializeField]
private TileRuleType _ruleType = TileRuleType.Standard;
[SerializeField]
private TileRuleRotationMode _ruleRotationMode = TileRuleRotationMode.Rotated;
[SerializeField]
private TileRuleMask _ruleMask = new TileRuleMask();
[SerializeField]
private List<TileRulePrefab> _prefabs = new List<TileRulePrefab>();
[SerializeField]
private GridViewState _prefabViewState = null;
[NonSerialized]
private VisualElement _ui = null;
[NonSerialized]
private VisualElement _bitButtonGrid = null;
[NonSerialized]
private GridView<UITileRulePrefabItem, UITileRulePrefabItemData> _prefabView = null;
[NonSerialized]
private List<TileRulePrefab> _tileRulePrefabBuffer = new List<TileRulePrefab>();
[NonSerialized]
public bool _probabilityTableDirty = true;
[NonSerialized]
public CumulativeProbabilityTable<TileRulePrefab> _probabilityTable = new CumulativeProbabilityTable<TileRulePrefab>();
[NonSerialized]
public CumulativeProbabilityTable<TileRulePrefab> _condSatisfyPrefabTable = new CumulativeProbabilityTable<TileRulePrefab>();
public int numPrefabs { get { return _prefabs.Count; } }
public TileRuleType ruleType { get { return _ruleType; } set { UndoEx.record(this); _ruleType = value; EditorUtility.SetDirty(this); } }
public TileRuleRotationMode ruleRotationMode { get { return _ruleRotationMode; } set { UndoEx.record(this); _ruleRotationMode = value; EditorUtility.SetDirty(this); } }
public VisualElement ui { get { return _ui; } set { _ui = value; _prefabView = null; _bitButtonGrid = null; } }
public VisualElement bitButtonGrid { get { return _bitButtonGrid; } set { _bitButtonGrid = value; } }
public int numReqOnBitsSet { get { return _ruleMask.numReqOnBitsSet; } }
public int numReqOffBitsSet { get { return _ruleMask.numReqOffBitsSet; } }
public GridView<UITileRulePrefabItem, UITileRulePrefabItemData> prefabView { get { return _prefabView; } set { _prefabView = value; } }
public GridViewState prefabViewState { get { return _prefabViewState; } }
public SerializedObject serializedObject { get { if (_serializedObject == null) _serializedObject = new SerializedObject(this); return _serializedObject; } }
public bool checkMaskBit(int row, int col, TileRuleBitMaskId maskId)
{
UndoEx.record(this);
return _ruleMask.checkBit(row, col, maskId);
}
public void clearMaskBit(int row, int col, TileRuleBitMaskId maskId)
{
UndoEx.record(this);
_ruleMask.clearBit(row, col, maskId);
}
public void setMaskBit(int row, int col, TileRuleBitMaskId maskId)
{
UndoEx.record(this);
_ruleMask.setBit(row, col, maskId);
}
public void setAllMaskBits(TileRuleBitMaskId maskId)
{
UndoEx.record(this);
_ruleMask.setAllBits(maskId);
}
public void toggleMaskBit(int row, int col, TileRuleBitMaskId maskId)
{
UndoEx.record(this);
_ruleMask.toggleBit(row, col, maskId);
}
public TileRuleMaskMatchResult match(ulong ruleMask)
{
return _ruleMask.match(ruleMask, ruleRotationMode);
}
public void useDefaultMask()
{
UndoEx.record(this);
_ruleMask.useDefaultValue();
}
public void resetPrefabPreviews()
{
int numPrefabs = _prefabs.Count;
for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
_prefabs[prefabIndex].resetPreview();
}
public void regeneratePrefabPreviews()
{
int numPrefabs = _prefabs.Count;
for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
_prefabs[prefabIndex].regeneratePreview();
}
public void onPrefabsSettingsChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabsUsedStateChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabsSpawnChanceChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabsConditionsChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabAssetWillBeDeleted(GameObject prefabAsset)
{
if (_prefabView != null) _prefabView.deleteItems(itemData => itemData.tileRulePrefab.prefabAsset == prefabAsset);
var prefabsToRemove = _prefabs.FindAll(item => item.prefabAsset == prefabAsset);
foreach (var rulePrefab in prefabsToRemove)
{
_prefabs.Remove(rulePrefab);
AssetDbEx.removeObjectFromAsset(rulePrefab, this);
DestroyImmediate(rulePrefab);
}
if (prefabsToRemove.Count != 0)
_probabilityTableDirty = true;
}
public int deleteNullPrefabs()
{
var prefabsToRemove = _prefabs.FindAll(item => item.pluginPrefab == null || item.prefabAsset == null);
if (prefabsToRemove.Count != 0)
{
foreach (var rulePrefab in prefabsToRemove)
{
_prefabs.Remove(rulePrefab);
AssetDbEx.removeObjectFromAsset(rulePrefab, this);
DestroyImmediate(rulePrefab);
}
_probabilityTableDirty = true;
}
return prefabsToRemove.Count;
}
public TileRulePrefab pickPrefab(TileRulePrefabPickParams pickParams)
{
// First, traverse the prefabs and identify the ones that satisfy all conditions
_condSatisfyPrefabTable.clear();
Vector3 cellCoords = pickParams.cellCoords;
foreach (var prefab in _prefabs)
{
// Note: Take only used prefabs into account and the ones that have at least one condition active.
if (prefab.used && prefab.isAnyConditionActive())
{
// All conditions must be met
if (prefab.cellXCondition)
{
if (cellCoords.x < prefab.minCellX || cellCoords.x > prefab.maxCellX) continue;
}
if (prefab.cellYCondition)
{
if (cellCoords.y < prefab.minCellY || cellCoords.y > prefab.maxCellY) continue;
}
if (prefab.cellZCondition)
{
if (cellCoords.z < prefab.minCellZ || cellCoords.z > prefab.maxCellZ) continue;
}
// All conditions were met. Store the prefab in the table.
_condSatisfyPrefabTable.addEntity(prefab, prefab.spawnChance);
}
}
// If there were any prefabs that satisfy the conditions, pick one of them
// based on their spawn chance.
if (_condSatisfyPrefabTable.numEntities != 0)
{
_condSatisfyPrefabTable.refresh();
return _condSatisfyPrefabTable.pickEntity();
}
// We must pick based on prefab spawn chance. Make sure the probability table is up to date.
if (_probabilityTableDirty)
{
_probabilityTable.clear();
foreach (var prefab in _prefabs)
{
// Note: We use only prefab marked as 'used'. We also allow conditioned prefabs
// because we don't want tiles to disappear when making changes to the prefab conditions.
// This can happen when all prefabs are conditioned but none satisfies all conditions.
if (prefab.used /*&& !prefab.isAnyConditionActive()*/)
_probabilityTable.addEntityAndRefresh(prefab, prefab.spawnChance);
}
_probabilityTableDirty = false;
}
return _probabilityTable.pickEntity();
}
public void createPrefabs(List<PluginPrefab> pluginPrefabs, List<TileRulePrefab> createdPrefabs, bool appendCreated, string progressTitle)
{
_tileRulePrefabBuffer.Clear();
PluginProgressDialog.begin(progressTitle);
if (!appendCreated) createdPrefabs.Clear();
UndoEx.saveEnabledState();
UndoEx.enabled = false;
for (int prefabIndex = 0; prefabIndex < pluginPrefabs.Count; ++prefabIndex)
{
var pluginPrefab = pluginPrefabs[prefabIndex];
PluginProgressDialog.updateItemProgress(pluginPrefab.prefabAsset.name, (prefabIndex + 1) / (float)pluginPrefabs.Count);
#if TILE_RULE_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
if (!containsPrefab(pluginPrefab))
#endif
{
var rulePrefab = UndoEx.createScriptableObject<TileRulePrefab>();
rulePrefab.pluginPrefab = pluginPrefab;
rulePrefab.name = rulePrefab.pluginPrefab.prefabAsset.name;
AssetDbEx.addObjectToAsset(rulePrefab, this);
createdPrefabs.Add(rulePrefab);
_tileRulePrefabBuffer.Add(rulePrefab);
}
}
UndoEx.record(this);
foreach (var rulePrefab in _tileRulePrefabBuffer)
_prefabs.Add(rulePrefab);
EditorUtility.SetDirty(this);
_probabilityTableDirty = true;
PluginProgressDialog.end();
UndoEx.restoreEnabledState();
}
public void deletePrefab(TileRulePrefab rulePrefab)
{
if (rulePrefab != null)
{
if (containsPrefab(rulePrefab))
{
UndoEx.record(this);
_prefabs.Remove(rulePrefab);
_probabilityTableDirty = true;
UndoEx.destroyObjectImmediate(rulePrefab);
EditorUtility.SetDirty(this);
}
}
}
public void deletePrefabs(List<TileRulePrefab> rulePrefabs)
{
if (rulePrefabs.Count != 0)
{
UndoEx.record(this);
_tileRulePrefabBuffer.Clear();
foreach (var rulePrefab in rulePrefabs)
{
if (containsPrefab(rulePrefab))
{
_prefabs.Remove(rulePrefab);
_tileRulePrefabBuffer.Add(rulePrefab);
_probabilityTableDirty = true;
}
}
foreach (var prefab in _tileRulePrefabBuffer)
UndoEx.destroyObjectImmediate(prefab);
EditorUtility.SetDirty(this);
}
}
public void deleteAllPrefabs()
{
UndoEx.record(this);
_tileRulePrefabBuffer.Clear();
if (_prefabs.Count != 0)
{
_tileRulePrefabBuffer.AddRange(_prefabs);
_prefabs.Clear();
_probabilityTableDirty = true;
}
foreach (var prefab in _tileRulePrefabBuffer)
UndoEx.destroyObjectImmediate(prefab);
EditorUtility.SetDirty(this);
}
public bool containsPrefab(GameObject prefabAsset)
{
foreach (var rulePrefab in _prefabs)
{
if (rulePrefab.prefabAsset == prefabAsset) return true;
}
return false;
}
public bool containsPrefab(PluginPrefab pluginPrefab)
{
foreach (var rulePrefab in _prefabs)
{
if (rulePrefab.pluginPrefab == pluginPrefab) return true;
}
return false;
}
public bool containsPrefab(TileRulePrefab rulePrefab)
{
return _prefabs.Contains(rulePrefab);
}
public TileRulePrefab getPrefab(int index)
{
return _prefabs[index];
}
public TileRulePrefab getPrefab(PluginPrefab pluginPrefab)
{
foreach (var rulePrefab in _prefabs)
{
if (rulePrefab.pluginPrefab == pluginPrefab) return rulePrefab;
}
return null;
}
public void getPrefabs(List<TileRulePrefab> tileRulePrefabs)
{
tileRulePrefabs.Clear();
tileRulePrefabs.AddRange(_prefabs);
}
public void getPrefabs(List<PluginPrefab> pluginPrefabs, List<TileRulePrefab> tileRulePrefabs)
{
tileRulePrefabs.Clear();
foreach(var pluginPrefab in pluginPrefabs)
tileRulePrefabs.Add(getPrefab(pluginPrefab));
}
public void getPluginPrefabs(List<PluginPrefab> pluginPrefabs, bool append)
{
if (!append) pluginPrefabs.Clear();
foreach (var prefab in _prefabs)
pluginPrefabs.Add(prefab.pluginPrefab);
}
private void onUndoRedo()
{
_probabilityTableDirty = true;
}
private void OnEnable()
{
if (_prefabViewState == null)
{
_prefabViewState = ScriptableObject.CreateInstance<GridViewState>();
_prefabViewState.name = GetType().Name + "_PrefabViewState";
AssetDbEx.addObjectToAsset(_prefabViewState, TileRuleProfileDb.instance);
}
Undo.undoRedoPerformed += onUndoRedo;
}
private void OnDisable()
{
Undo.undoRedoPerformed -= onUndoRedo;
}
private void OnDestroy()
{
if (_ui != null)
{
if (_ui.parent != null) _ui.parent.Remove(_ui);
_ui = null;
}
_prefabView = null;
_bitButtonGrid = null;
if (_prefabViewState != null)
{
UndoEx.record(this);
UndoEx.destroyObjectImmediate(_prefabViewState);
}
deleteAllPrefabs();
}
}
}
#endif