Files
Generic/Packages/com.merry-yellow.code-assist/Editor/UnityClassExtensions.cs
2025-04-26 21:54:32 +01:00

525 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
#pragma warning disable IDE0005
using Serilog = Meryel.Serilog;
#pragma warning restore IDE0005
#nullable enable
namespace Meryel.UnityCodeAssist.Editor
{
internal static partial class UnityClassExtensions
{
static GameObject? GetParentGO(GameObject go)
{
if (!go)
return null;
var parentTransform = go.transform.parent;
if (parentTransform && parentTransform.gameObject)
return parentTransform.gameObject;
else
return null;
}
static string GetId(UnityEngine.Object? obj)
{
try
{
// obj can be null
var globalObjectId = GlobalObjectId.GetGlobalObjectIdSlow(obj);
var objectGuid = globalObjectId.ToString();
return objectGuid;
}
catch (Exception ex)
{
// OnBeforeSerialize of user scripts may raise exception
Serilog.Log.Warning(ex, "GetGlobalObjectIdSlow failed for obj {Obj}", obj);
return "GlobalObjectId_V1-0-00000000000000000000000000000000-0-0";
}
}
public static Synchronizer.Model.Component_Animation? ToSyncModelOfComponentAnimation(this GameObject go)
{
if (!go.TryGetComponent<Animation>(out var animation))
return null;
if (!animation.isActiveAndEnabled)
return null;
var data = new Synchronizer.Model.Component_Animation
{
GameObjectId = GetId(go)
};
/*
var clips = AnimationUtility.GetAnimationClips(go);
data.Clips = new string[clips.Length];
for (int i = 0; i < clips.Length; i++)
{
data.Clips[i] = clips[i].name;
}
*/
var states = new List<string>();
foreach (AnimationState state in animation)
{
states.Add(state.name);
}
data.States = states.ToArray();
return data;
}
public static Synchronizer.Model.Component_Animator? ToSyncModelOfComponentAnimator(this GameObject go)
{
if (!go.TryGetComponent<Animator>(out var animator))
return null;
if (!animator.isActiveAndEnabled)
return null;
if (!animator.runtimeAnimatorController)
return null;
var data = new Synchronizer.Model.Component_Animator
{
GameObjectId = GetId(go)
};
var layerCount = animator.layerCount;
data.LayerIndices = new string[layerCount];
data.LayerNames = new string[layerCount];
for (int i = 0; i < layerCount; i++)
{
data.LayerIndices[i] = i.ToString();
data.LayerNames[i] = animator.GetLayerName(i);
}
int curParameterIndex = 0;
try
{
var parameterCount = animator.parameterCount;
data.ParameterIndices = new string[parameterCount];
data.ParameterNames = new string[parameterCount];
data.ParameterHashes = new string[parameterCount];
data.ParameterTypes = new int[parameterCount];
for (var i = 0; i < parameterCount; i++)
{
curParameterIndex = i;
// receiving error here, like "IndexOutOfRangeException: Index must be between 0 and 3",
// probably user edits it while retrieving data
var parameter = animator.GetParameter(i);
data.ParameterIndices[i] = i.ToString();
data.ParameterNames[i] = parameter.name;
data.ParameterHashes[i] = parameter.nameHash.ToString();
data.ParameterTypes[i] = (int)parameter.type;
}
}
catch (IndexOutOfRangeException indexOutOfRangeException)
{
Serilog.Log.Debug(indexOutOfRangeException, "handling IndexOutOfRangeException of animator.GetParameter(i)");
var parameterCount = curParameterIndex;
data.ParameterIndices = ResizeArray(data.ParameterIndices, parameterCount);
data.ParameterNames = ResizeArray(data.ParameterNames, parameterCount);
data.ParameterHashes = ResizeArray(data.ParameterHashes, parameterCount);
data.ParameterTypes = ResizeArray(data.ParameterTypes, parameterCount);
}
// When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a Bounce state in the Base Layer, the name is Base Layer.Bounce
// The name should be in the form Layer.Name or Layer.SubStateMachine.Name
if (!GetAnimatorStateInfo(animator, out var states, out var transitions) ||
states == null || transitions == null) //for nullables
return data;
var stateCount = states.Count;
data.StateNames = new string[stateCount];
data.StateNameHashes = new string[stateCount];
data.StateTags = new string[stateCount];
data.StateTagHashes = new string[stateCount];
data.StateFullPaths = new string[stateCount];
data.StateFullPathHashes = new string[stateCount];
data.StateMotionNames = new string[stateCount];
for (int i = 0; i < stateCount; i++)
{
var state = states[i].state;
var fullPath = states[i].fullPath;
data.StateNames[i] = state.name;
data.StateNameHashes[i] = state.nameHash.ToString();
data.StateTags[i] = state.tag;
data.StateTagHashes[i] = Animator.StringToHash(state.tag).ToString();
data.StateFullPaths[i] = fullPath;
data.StateFullPathHashes[i] = Animator.StringToHash(fullPath).ToString();
var motion = state.motion;
if (motion)
data.StateMotionNames[i] = motion.name;
else
data.StateMotionNames[i] = string.Empty;
}
var transitionCount = transitions.Count;
data.TransitionNames = new string[transitionCount];
data.TransitionNameHashes = new string[transitionCount];
data.TransitionUsernames = new string[transitionCount];
data.TransitionUsernameHashes = new string[transitionCount];
data.TransitionFullPaths = new string[transitionCount];
data.TransitionFullPathHashes = new string[transitionCount];
for (int i = 0; i < transitionCount; i++)
{
var transition = transitions[i].transition;
var fullPath = transitions[i].fullPath;
data.TransitionNames[i] = transition.name;
data.TransitionNameHashes[i] = Animator.StringToHash(transition.name).ToString();
data.TransitionUsernames[i] = transition.GetDisplayName(transition.destinationState);
data.TransitionUsernameHashes[i] = Animator.StringToHash(data.TransitionUsernames[i]).ToString();
data.TransitionFullPaths[i] = fullPath;
data.TransitionFullPathHashes[i] = Animator.StringToHash(fullPath).ToString();
}
var clips = animator.runtimeAnimatorController.animationClips;
data.Clips = new string[clips.Length];
for (int i = 0; i < clips.Length; i++)
data.Clips[i] = clips[i].name;
return data;
//var events = clips.SelectMany(c => c.events);
static T[] ResizeArray<T>(T[] array, int size)
{
Array.Resize(ref array, size);
return array;
}
}
public static bool GetAnimatorStateInfo(Animator animator, out List<(AnimatorState state, string fullPath)>? states, out List<(AnimatorTransition transition, string fullPath)>? transitions)
{
AnimatorController? controller = animator.runtimeAnimatorController as AnimatorController;
if (!controller || controller == null)
{
states = null;
transitions = null;
return false;
}
AnimatorControllerLayer[] layers = controller.layers;
states = new List<(AnimatorState, string)>();
transitions = new List<(AnimatorTransition, string)>();
foreach (AnimatorControllerLayer layer in layers)
{
ChildAnimatorState[] animStates = layer.stateMachine.states;
getStateMachineInfo(layer.stateMachine, 0, layer.name, states, transitions);
}
return true;
static void getStateMachineInfo(AnimatorStateMachine stateMachine, int depth, string curPath,
List<(AnimatorState state, string fullPath)> states,
List<(AnimatorTransition transition, string fullPath)> transitions)
{
// for performance
if (depth > 4 || states.Count > 128)
return;
states.AddRange(stateMachine.states.Select(s => (s.state, curPath + "." + s.state.name)));
//var transitions = stateMachine.GetStateMachineTransitions(stateMachine);
transitions.AddRange(stateMachine.GetStateMachineTransitions(stateMachine).Select(t => (t, curPath + "." + t.name)));
foreach (var subStateMachine in stateMachine.stateMachines)
getStateMachineInfo(subStateMachine.stateMachine, depth + 1, curPath + "." + subStateMachine.stateMachine.name, states, transitions);
}
}
internal static Synchronizer.Model.GameObject? ToSyncModel(this GameObject go, int priority = 0)
{
if (!go)
return null;
var data = new Synchronizer.Model.GameObject()
{
Id = GetId(go),
Name = go.name,
Layer = go.layer.ToString(),
Tag = go.tag,
Scene = go.scene.name,
ParentId = GetId(GetParentGO(go)),
ChildrenIds = getChildrenIds(go),
Components = getComponents(go),
Priority = priority,
};
return data;
static string[] getChildrenIds(GameObject g)
{
var ids = new List<string>();
var limit = 10;//**--
foreach (Transform child in g.transform)
{
if (!child || !child.gameObject)
continue;
ids.Add(GetId(child.gameObject));
if (--limit <= 0)
break;
}
return ids.ToArray();
}
//**--limit/10
static string[] getComponents(GameObject g) =>
g.GetComponents<Component>().Where(c => c).Select(c => c.GetType().FullName).Take(10).ToArray();
/*(string[] componentNames, Synchronizer.Model.ComponentData[] componentData) getComponents(GameObject g)
{
var components = g.GetComponents<Component>();
var names = components.Select(c => c.name).ToArray();
var data = new List<Synchronizer.Model.ComponentData>();
foreach (var comp in components)
{
var name = comp.name;
}
return (names, data.ToArray());
}*/
}
internal static Synchronizer.Model.GameObject[]? ToSyncModelOfHierarchy(this GameObject go)
{
if (!go)
return null;
var list = new List<Synchronizer.Model.GameObject>();
var parent = GetParentGO(go);
if (parent != null && parent)
{
var parentModel = parent.ToSyncModel();
if (parentModel != null)
list.Add(parentModel);
}
int limit = 10;
foreach (Transform child in go.transform)
{
if (!child || !child.gameObject)
continue;
var childModel = child.gameObject.ToSyncModel();
if (childModel == null)
continue;
list.Add(childModel);
if (--limit <= 0)
break;
}
return list.ToArray();
}
internal static Synchronizer.Model.ComponentData[]? ToSyncModelOfComponents(this GameObject go)
{
if (!go)
return null;
var limit = 10;//**--
return go.GetComponents<Component>().Where(c => c).Select(c => c.ToSyncModel(go)).Where(cd => cd != null).Take(limit).ToArray()!;
/*
var components = go.GetComponents<Component>();
var len = components.Count(c => c != null);
len = Math.Min(len, limit);//**--limit
var array = new Synchronizer.Model.ComponentData[len];
var arrayIndex = 0;
foreach (var component in components)
{
if (component == null)
continue;
array[arrayIndex++] = component.ToSyncModel(go);
if (arrayIndex >= len)
break;
}
return array;
*/
}
internal static Synchronizer.Model.ComponentData? ToSyncModel(this Component component, GameObject go)
{
if (!component || !go)
return null;
Type type = component.GetType();
var list = new List<(string, string)>();
ShowFieldInfo(type, component, list);
var data = new Synchronizer.Model.ComponentData()
{
GameObjectId = GetId(go),
Component = component.GetType().FullName,
Type = Synchronizer.Model.ComponentData.DataType.Component,
Data = list.ToArray(),
};
return data;
}
internal static Synchronizer.Model.ComponentData? ToSyncModel(this ScriptableObject so)
{
if (!so)
return null;
Type type = so.GetType();
var list = new List<(string, string)>();
ShowFieldInfo(type, so, list);
var data = new Synchronizer.Model.ComponentData()
{
GameObjectId = GetId(so),
Component = so.GetType().FullName,
Type = Synchronizer.Model.ComponentData.DataType.ScriptableObject,
Data = list.ToArray(),
};
return data;
}
static bool IsTypeCompatible(Type type)
{
if (type == null || !(type.IsSubclassOf(typeof(MonoBehaviour)) || type.IsSubclassOf(typeof(ScriptableObject))))
return false;
return true;
}
static void ShowFieldInfo(Type type)//, MonoImporter importer, List<string> names, List<Object> objects, ref bool didModify)
{
// Only show default properties for types that support it (so far only MonoBehaviour derived types)
if (!IsTypeCompatible(type))
return;
ShowFieldInfo(type.BaseType);//, importer, names, objects, ref didModify);
FieldInfo[] infos = type.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly);
foreach (FieldInfo field in infos)
{
if (!field.IsPublic)
{
object[] attr = field.GetCustomAttributes(typeof(SerializeField), true);
if (attr == null || attr.Length == 0)
continue;
}
/*
if (field.FieldType.IsSubclassOf(typeof(Object)) || field.FieldType == typeof(Object))
{
Object oldTarget = importer.GetDefaultReference(field.Name);
Object newTarget = EditorGUILayout.ObjectField(ObjectNames.NicifyVariableName(field.Name), oldTarget, field.FieldType, false);
names.Add(field.Name);
objects.Add(newTarget);
if (oldTarget != newTarget)
didModify = true;
}
*/
if (field.FieldType.IsValueType && field.FieldType.IsPrimitive && !field.FieldType.IsEnum)
{
}
else if (field.FieldType == typeof(string))
{
}
}
}
static void ShowFieldInfo(Type type, UnityEngine.Object unityObjectInstance, List<(string, string)> fields)//, MonoImporter importer, List<string> names, List<Object> objects, ref bool didModify)
{
// Only show default properties for types that support it (so far only MonoBehaviour derived types)
if (!IsTypeCompatible(type))
return;
if (!unityObjectInstance)
return;
ShowFieldInfo(type.BaseType, unityObjectInstance, fields);//, importer, names, objects, ref didModify);
FieldInfo[] infos = type.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.DeclaredOnly);
foreach (FieldInfo field in infos)
{
if (!field.IsPublic)
{
object[] attr = field.GetCustomAttributes(typeof(SerializeField), true);
if (attr == null || attr.Length == 0)
continue;
}
// check attribute [HideInInspector]
{
object[] attr = field.GetCustomAttributes(typeof(HideInInspector), true);
if (attr != null && attr.Length > 0)
continue;
}
// readonly
if (field.IsInitOnly)
continue;
/*
if (field.FieldType.IsSubclassOf(typeof(Object)) || field.FieldType == typeof(Object))
{
Object oldTarget = importer.GetDefaultReference(field.Name);
Object newTarget = EditorGUILayout.ObjectField(ObjectNames.NicifyVariableName(field.Name), oldTarget, field.FieldType, false);
names.Add(field.Name);
objects.Add(newTarget);
if (oldTarget != newTarget)
didModify = true;
}
*/
if (field.FieldType.IsValueType && field.FieldType.IsPrimitive && !field.FieldType.IsEnum)
{
var val = field.GetValue(unityObjectInstance);
fields.Add((field.Name, val.ToString()));//**--culture
}
else if (field.FieldType == typeof(string))
{
var val = (string)field.GetValue(unityObjectInstance);
fields.Add((field.Name, val));
}
}
}
}
}