BITFALL/Assets/GSpawn - Level Designer/Scripts/Prefabs/RandomPrefabProfile.cs

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2024-01-27 04:09:57 +08:00
#if UNITY_EDITOR
//#define RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
using UnityEditor;
using UnityEngine;
using System;
using System.Collections.Generic;
namespace GSpawn
{
public class RandomPrefabProfile : Profile
{
private SerializedObject _serializedObject;
[SerializeField]
private List<RandomPrefab> _prefabs = new List<RandomPrefab>();
[NonSerialized]
private bool _probabilityTableDirty = true;
[NonSerialized]
private CumulativeProbabilityTable<RandomPrefab> _probabilityTable = new CumulativeProbabilityTable<RandomPrefab>();
[NonSerialized]
private CumulativeProbabilityTable<RandomPrefab> _tagProbabilityTable = new CumulativeProbabilityTable<RandomPrefab>();
[NonSerialized]
private List<RandomPrefab> _randomPrefabBuffer = new List<RandomPrefab>();
public int numPrefabs { get { return _prefabs.Count; } }
public SerializedObject serializedObject
{
get
{
if (_serializedObject == null) _serializedObject = new SerializedObject(this);
return _serializedObject;
}
}
public int getNumUsedPrefabs()
{
int numUsed = 0;
foreach (var prefab in _prefabs)
{
if (prefab.used) ++numUsed;
}
return numUsed;
}
public void resetPrefabPreviews()
{
int numPrefabs = _prefabs.Count;
PluginProgressDialog.begin("Refreshing Prefab Previews");
for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
{
var prefab = _prefabs[prefabIndex];
PluginProgressDialog.updateItemProgress(prefab.prefabAsset.name, (prefabIndex + 1) / (float)numPrefabs);
prefab.resetPreview();
}
PluginProgressDialog.end();
}
public void regeneratePrefabPreviews()
{
int numPrefabs = _prefabs.Count;
PluginProgressDialog.begin("Regenerating Prefab Previews");
for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
{
var prefab = _prefabs[prefabIndex];
PluginProgressDialog.updateItemProgress(prefab.prefabAsset.name, (prefabIndex + 1) / (float)numPrefabs);
prefab.regeneratePreview();
}
PluginProgressDialog.end();
}
public void onPrefabsUsedStateChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabsProbabilityChanged()
{
_probabilityTableDirty = true;
}
public void onPrefabAssetWillBeDeleted(GameObject prefabAsset)
{
var prefabsToRemove = _prefabs.FindAll(item => item.prefabAsset == prefabAsset);
foreach (var randomPrefab in prefabsToRemove)
{
_prefabs.Remove(randomPrefab);
AssetDbEx.removeObjectFromAsset(randomPrefab, this);
DestroyImmediate(randomPrefab);
}
_probabilityTableDirty = true;
}
public RandomPrefab pickPrefab()
{
if (_probabilityTableDirty)
{
_probabilityTable.clear();
foreach (var prefab in _prefabs)
{
if (prefab.used)
_probabilityTable.addEntityAndRefresh(prefab, prefab.probability);
}
_probabilityTableDirty = false;
}
return _probabilityTable.pickEntity();
}
public RandomPrefab pickPrefabByTag(string lowerCaseTag)
{
_tagProbabilityTable.clear();
foreach (var prefab in _prefabs)
{
if (prefab.used && prefab.prefabAsset.tag.ToLower() == lowerCaseTag)
_tagProbabilityTable.addEntity(prefab, prefab.probability);
}
_tagProbabilityTable.refresh();
return _tagProbabilityTable.pickEntity();
}
public RandomPrefab createPrefab(PluginPrefab pluginPrefab)
{
#if RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
if (!containsPrefab(pluginPrefab))
#endif
{
UndoEx.saveEnabledState();
UndoEx.enabled = false;
UndoEx.record(this);
var randomPrefab = UndoEx.createScriptableObject<RandomPrefab>();
randomPrefab.pluginPrefab = pluginPrefab;
randomPrefab.name = randomPrefab.pluginPrefab.prefabAsset.name;
_prefabs.Add(randomPrefab);
AssetDbEx.addObjectToAsset(randomPrefab, this);
_probabilityTableDirty = true;
EditorUtility.SetDirty(this);
UndoEx.restoreEnabledState();
return randomPrefab;
}
#if RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
return null;
#endif
}
public void createPrefabs(List<PluginPrefab> pluginPrefabs, List<RandomPrefab> createdPrefabs, bool appendCreated, string progressTitle)
{
_randomPrefabBuffer.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 RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
if (!containsPrefab(pluginPrefab))
#endif
{
var randomPrefab = UndoEx.createScriptableObject<RandomPrefab>();
randomPrefab.pluginPrefab = pluginPrefab;
randomPrefab.name = randomPrefab.pluginPrefab.prefabAsset.name;
AssetDbEx.addObjectToAsset(randomPrefab, this);
createdPrefabs.Add(randomPrefab);
_randomPrefabBuffer.Add(randomPrefab);
}
}
UndoEx.record(this);
foreach (var randomPrefab in _randomPrefabBuffer)
_prefabs.Add(randomPrefab);
EditorUtility.SetDirty(this);
_probabilityTableDirty = true;
PluginProgressDialog.end();
UndoEx.restoreEnabledState();
}
public void deletePrefab(RandomPrefab prefab)
{
if (prefab != null)
{
if (containsPrefab(prefab))
{
UndoEx.record(this);
_prefabs.Remove(prefab);
UndoEx.destroyObjectImmediate(prefab);
_probabilityTableDirty = true;
EditorUtility.SetDirty(this);
}
}
}
public void deletePrefabs(List<RandomPrefab> prefabs)
{
if (prefabs.Count != 0)
{
UndoEx.record(this);
_randomPrefabBuffer.Clear();
foreach (var prefab in prefabs)
{
if (containsPrefab(prefab))
{
_prefabs.Remove(prefab);
_randomPrefabBuffer.Add(prefab);
}
}
foreach (var prefab in _randomPrefabBuffer)
UndoEx.destroyObjectImmediate(prefab);
_probabilityTableDirty = true;
EditorUtility.SetDirty(this);
}
}
public void deleteAllPrefabs()
{
if (_prefabs.Count != 0)
{
UndoEx.record(this);
_randomPrefabBuffer.Clear();
_randomPrefabBuffer.AddRange(_prefabs);
_prefabs.Clear();
foreach (var prefab in _randomPrefabBuffer)
UndoEx.destroyObjectImmediate(prefab);
_probabilityTableDirty = true;
EditorUtility.SetDirty(this);
}
}
public bool containsPrefab(PluginPrefab pluginPrefab)
{
foreach (var randPrefab in _prefabs)
{
if (randPrefab.pluginPrefab == pluginPrefab) return true;
}
return false;
}
public bool containsPrefab(RandomPrefab randomPrefab)
{
return _prefabs.Contains(randomPrefab);
}
public bool containsPrefabAsset(GameObject prefabAsset)
{
foreach (var p in _prefabs)
{
if (p.prefabAsset == prefabAsset) return true;
}
return false;
}
public RandomPrefab getPrefab(int index)
{
return _prefabs[index];
}
public RandomPrefab getPrefab(PluginPrefab pluginPrefab)
{
foreach (var prefab in _prefabs)
{
if (prefab.pluginPrefab == pluginPrefab) return prefab;
}
return null;
}
public void getPrefabs(List<RandomPrefab> randomPrefabs)
{
randomPrefabs.Clear();
randomPrefabs.AddRange(_prefabs);
}
public void getPrefabs(List<PluginPrefab> pluginPrefabs, List<RandomPrefab> randomPrefabs, bool append)
{
if (!append) randomPrefabs.Clear();
foreach (var pluginPrefab in pluginPrefabs)
{
RandomPrefab randomPrefab = getPrefab(pluginPrefab);
if (randomPrefab != null) randomPrefabs.Add(randomPrefab);
}
}
public void getPrefabNames(List<string> names)
{
names.Clear();
foreach (var prefab in _prefabs)
names.Add(prefab.prefabAsset.name);
}
public int deleteNullPrefabs()
{
var nullPrefabs = _prefabs.FindAll(item => item.pluginPrefab == null || item.prefabAsset == null);
foreach (var nullPrefab in nullPrefabs)
{
_prefabs.Remove(nullPrefab);
AssetDbEx.removeObjectFromAsset(nullPrefab, this);
DestroyImmediate(nullPrefab);
}
_probabilityTableDirty = true;
return nullPrefabs.Count;
}
private void onUndoRedo()
{
_probabilityTableDirty = true;
}
private void OnEnable()
{
_probabilityTableDirty = true;
Undo.undoRedoPerformed += onUndoRedo;
}
private void OnDisable()
{
Undo.undoRedoPerformed -= onUndoRedo;
}
private void OnDestroy()
{
deleteAllPrefabs();
}
}
}
#endif