127 lines
4.5 KiB
C#
127 lines
4.5 KiB
C#
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections.Generic;
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namespace GSpawn
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{
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public struct RandomPrefabDiff
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{
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public bool used;
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public bool probability;
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}
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public class RandomPrefab : ScriptableObject, IUIItemStateProvider
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{
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private SerializedObject _serializedObject;
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[SerializeField]
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private PluginGuid _guid = new PluginGuid(Guid.NewGuid());
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[SerializeField]
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private PluginPrefab _pluginPrefab;
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[SerializeField]
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private bool _used = defaultUsed;
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[SerializeField]
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private float _probability = defaultProbability;
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[SerializeField]
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private PrefabPreview _preview = new PrefabPreview();
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[SerializeField]
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private bool _uiSelected = false;
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[NonSerialized]
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private CopyPasteMode _uiCopyPasteMode = CopyPasteMode.None;
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public Texture2D previewTexture { get { return _preview.texture; } }
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public PluginPrefab pluginPrefab
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{
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get { return _pluginPrefab; }
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set
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{
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_pluginPrefab = value;
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_preview.setPrefab(_pluginPrefab.prefabAsset);
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EditorUtility.SetDirty(this);
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}
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}
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public GameObject prefabAsset { get { return pluginPrefab != null ? pluginPrefab.prefabAsset : null; } }
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public bool used { get { return _used; } set { UndoEx.record(this); _used = value; EditorUtility.SetDirty(this); } }
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public float probability { get { return _probability; } set { UndoEx.record(this); _probability = Mathf.Clamp01(value); EditorUtility.SetDirty(this); } }
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public PluginGuid guid { get { return _guid; } }
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public bool uiSelected { get { return _uiSelected; } set { UndoEx.record(this); _uiSelected = value; EditorUtility.SetDirty(this); } }
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public CopyPasteMode uiCopyPasteMode { get { return _uiCopyPasteMode; } set { _uiCopyPasteMode = value; } }
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public SerializedObject serializedObject
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{
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get
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{
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if (_serializedObject == null) _serializedObject = new SerializedObject(this);
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return _serializedObject;
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}
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}
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public static bool defaultUsed { get { return true; } }
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public static float defaultProbability { get { return 1.0f; } }
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public static RandomPrefabDiff checkDiff(List<RandomPrefab> randomPrefabs)
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{
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int maxNumDiffs = typeof(RandomPrefabDiff).GetFields().Length;
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RandomPrefabDiff diff = new RandomPrefabDiff();
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int numPrefabs = randomPrefabs.Count;
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for (int i = 0; i < numPrefabs; ++i)
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{
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var prefab = randomPrefabs[i];
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for (int j = i + 1; j < numPrefabs; ++j)
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{
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var otherPrefab = randomPrefabs[j];
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int diffCount = 0;
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if (prefab.used != otherPrefab.used)
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{
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++diffCount;
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diff.used = true;
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}
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if (prefab.probability != otherPrefab.probability)
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{
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++diffCount;
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diff.probability = true;
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}
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if (diffCount == maxNumDiffs) return diff;
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}
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}
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return diff;
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}
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public static void getPluginPrefabs(List<RandomPrefab> randomPrefabs, List<PluginPrefab> pluginPrefabs)
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{
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pluginPrefabs.Clear();
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foreach (var randomPrefab in randomPrefabs)
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pluginPrefabs.Add(randomPrefab.pluginPrefab);
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}
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public void useDefaults()
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{
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used = defaultUsed;
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probability = defaultProbability;
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EditorUtility.SetDirty(this);
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}
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public void resetPreview()
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{
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_preview.reset();
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}
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public void regeneratePreview()
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{
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_preview.regenerate();
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}
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public void rotatePreview(Vector2 yawPitch)
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{
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_preview.rotate(yawPitch);
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}
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}
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}
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#endif
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