Net.Like.Xue.Tokyo/Assets/Plugins/MonKey Commander/Editor/MonKey/Sample Commands/SceneUtilities.cs

207 lines
7.9 KiB
C#

#if UNITY_EDITOR
using System.Collections.Generic;
using System.Linq;
using MonKey.Editor.Internal;
using MonKey.Extensions;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace MonKey.Editor.Commands
{
public static class SceneUtilities
{
private static void AddAllObjectsInHierarchy(List<GameObject> list, GameObject current, string name)
{
if (name.IsNullOrEmpty() || current.name.Contains(name))
list.Add(current);
for (int i = 0; i < current.transform.childCount; i++)
{
AddAllObjectsInHierarchy(list, current.transform.GetChild(i).gameObject, name);
}
}
public static List<GameObject> GetAllGameObjectsWithName(string name = "")
{
List<GameObject> sceneObjects = new List<GameObject>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
foreach (var root in SceneManager.GetSceneAt(i).GetRootGameObjects())
{
AddAllObjectsInHierarchy(sceneObjects, root, name);
}
}
return sceneObjects;
}
[Command("Open Scene", "Opens a scene, by default additive, and by default active",
AlwaysShow = true, Order = -6, QuickName = "OS", ValidationMethodName = "EditModeValidation",
MenuItemLink = "OpenScene", MenuItemLinkTypeOwner = "MonkeyMenuItems",
Category = "Scene")]
public static void OpenScene(
[CommandParameter(Help = "The name of the scene to open",
AutoCompleteMethodName = "SceneNameAutoComplete",ForceAutoCompleteUsage = true,
OverrideName = "Scene Name",PreventDefaultValueUsage = true)]
string scenePath,
OpenSceneMode openMode = OpenSceneMode.Single,
bool activate = true)
{
EditorUtility.
DisplayProgressBar("Opening " + scenePath.GetAssetNameFromPath(), "Opening Scene...", 1);
if (openMode == OpenSceneMode.Single)
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
Scene scene = EditorSceneManager.OpenScene(scenePath, openMode);
if (activate)
SceneManager.SetActiveScene(scene);
EditorUtility.ClearProgressBar();
}
[Command("Close Scene", QuickName = "CSC", Help = "Closes the scene specified",
ValidationMethodName = "EditModeValidation",
Category = "Scene")]
public static void CloseScene(
[CommandParameter(Help = "The name of the scene to close"
,ForceAutoCompleteUsage = true,
OverrideName = "Scene Name",PreventDefaultValueUsage = true)]
Scene scene)
{
EditorSceneManager.CloseScene(scene, true);
}
[Command("Activate Scene", "Activate the scene of the first selected Object", QuickName = "AS",
ValidationMethodName = "ObjectSelection", MenuItemLink = "ActivateScene",
MenuItemLinkTypeOwner = "MonkeyMenuItems",
Category = "Scene")]
public static void SetSceneActive()
{
SceneManager.SetActiveScene(Selection.activeTransform.gameObject.scene);
}
[CommandValidation("Select a scene GameObject first")]
private static bool ObjectSelection()
{
return Selection.activeTransform != null;
}
private static AssetNameAutoComplete SceneNameAutoComplete()
{
return new AssetNameAutoComplete() { CustomType = "SceneAsset", PopulateOnInit = true };
}
[CommandValidation(DefaultValidationMessages.DEFAULT_EDIT_MODE_ONLY)]
private static bool EditModeValidation()
{
return !Application.isPlaying;
}
[Command("Move to Scene", "Moves the selected objects to another scene", QuickName = "MS",
DefaultValidation = DefaultValidation.AT_LEAST_ONE_TRANSFORM,
Category = "Scene")]
public static void MoveToScene(
[CommandParameter(Help = "The name of the scene to move the objects to",
AutoCompleteMethodName = "SceneNameAutoComplete",ForceAutoCompleteUsage = true,
OverrideName = "Scene Name",PreventDefaultValueUsage = true)]
string sceneName)
{
EditorUtility.DisplayProgressBar("Moving Objects to Scene...",
"MonKey is moving your objects to another scene, please wait!", .5f);
Scene scene = SceneManager.GetSceneByPath(sceneName);
bool unloadWhenDone;
if (scene.IsValid())
{
unloadWhenDone = false;
}
else
{
unloadWhenDone = true;
scene = EditorSceneManager.OpenScene(sceneName, OpenSceneMode.Additive);
}
List<Scene> previous = new List<Scene>();
List<GameObject> toMove = Selection.transforms.Convert(_ => _.gameObject).ToList();
foreach (var gameObject in toMove)
{
previous.Add(gameObject.scene);
gameObject.transform.parent = null;
SceneManager.MoveGameObjectToScene(gameObject, scene);
}
if (unloadWhenDone)
{
foreach (Scene pScene in previous)
{
if (pScene.IsValid())
EditorSceneManager.SaveScene(pScene);
}
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
EditorUtility.ClearProgressBar();
}
[Command("Duplicate to Scene", "Duplicates the selected objects in another scene", QuickName = "DS",
DefaultValidation = DefaultValidation.AT_LEAST_ONE_TRANSFORM,
Category = "Scene")]
public static void DuplicateToScene(
[CommandParameter(Help = "The name of the scene to duplicate the objects to",
AutoCompleteMethodName = "SceneNameAutoComplete",ForceAutoCompleteUsage = true,
OverrideName = "Scene Name",PreventDefaultValueUsage = true)]
string sceneName)
{
EditorUtility.DisplayProgressBar("Moving Objects to Scene...",
"MonKey is duplicating your objects to another scene, please wait!", .5f);
Scene scene = SceneManager.GetSceneByPath(sceneName);
bool unloadWhenDone;
if (scene.IsValid())
{
unloadWhenDone = false;
}
else
{
unloadWhenDone = true;
scene = EditorSceneManager.OpenScene(sceneName, OpenSceneMode.Additive);
}
Scene previous = new Scene();
foreach (var gameObject in Selection.gameObjects.Where(_ => _.scene.IsValid()))
{
if (!previous.IsValid())
previous = gameObject.scene;
GameObject prefabParent = (GameObject)PrefabUtilities.GetPrefabParentPlatformIndependant(gameObject);
if (prefabParent)
{
PrefabUtility.InstantiatePrefab(prefabParent, scene);
}
else
{
GameObject newGameObject = Object.Instantiate(gameObject);
SceneManager.MoveGameObjectToScene(newGameObject, scene);
}
}
if (unloadWhenDone && previous.IsValid())
{
EditorSceneManager.SaveScene(previous);
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
EditorUtility.ClearProgressBar();
}
}
}
#endif