209 lines
7.0 KiB
C#
209 lines
7.0 KiB
C#
using System;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UIElements;
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using UnityEditor.Compilation;
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using UnityEditor.Scripting.ScriptCompilation;
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namespace Pathfinding {
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internal class WelcomeScreen : UnityEditor.EditorWindow {
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[SerializeField]
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private VisualTreeAsset m_VisualTreeAsset = default;
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public bool isImportingSamples;
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private bool askedAboutQuitting;
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[InitializeOnLoadMethod]
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public static void TryCreate () {
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if (!PathfindingEditorSettings.instance.hasShownWelcomeScreen) {
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// Wait a bit before showing the window to avoid stuttering
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// as all the other windows in Unity load.
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// This makes the animation smoother.
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var delay = 0.5f;
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var t0 = Time.realtimeSinceStartup;
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EditorApplication.CallbackFunction create = null;
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create = () => {
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if (Time.realtimeSinceStartup - t0 > delay) {
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EditorApplication.update -= create;
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PathfindingEditorSettings.instance.hasShownWelcomeScreen = true;
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PathfindingEditorSettings.instance.Save();
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Create();
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}
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};
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EditorApplication.update += create;
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}
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}
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public static void Create () {
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var window = GetWindow<WelcomeScreen>(
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true,
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"A* Pathfinding Project",
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true
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);
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window.minSize = window.maxSize = new Vector2(400, 400*1.618f);
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window.ShowUtility();
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}
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public void CreateGUI () {
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VisualElement root = rootVisualElement;
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VisualElement labelFromUXML = m_VisualTreeAsset.Instantiate();
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root.Add(labelFromUXML);
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var sampleButton = root.Query<Button>("importSamples").First();
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var samplesImportedIndicator = root.Query("samplesImported").First();
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samplesImportedIndicator.visible = GetSamples(out var sample) && sample.isImported;
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sampleButton.clicked += ImportSamples;
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root.Query<Button>("documentation").First().clicked += OpenDocumentation;
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root.Query<Button>("getStarted").First().clicked += OpenGetStarted;
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root.Query<Button>("changelog").First().clicked += OpenChangelog;
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root.Query<Label>("version").First().text = "Version " + AstarPath.Version.ToString();
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AnimateLogo(root.Query("logo").First());
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}
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static string FirstSceneToLoad = "Recast3D";
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public void OnEnable () {
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if (isImportingSamples) {
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// This will be after the domain reload that happened after the samples were imported
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OnPostImportedSamples();
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}
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}
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public void OnPostImportedSamples () {
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isImportingSamples = false;
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// Load the example scene
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var sample = UnityEditor.PackageManager.UI.Sample.FindByPackage("com.arongranberg.astar", "").First();
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if (sample.isImported) {
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var relativePath = "Assets/" + System.IO.Path.GetRelativePath(Application.dataPath, sample.importPath);
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Debug.Log(relativePath);
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var scenes = AssetDatabase.FindAssets("t:scene", new string[] { relativePath });
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string bestScene = null;
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for (int i = 0; i < scenes.Length; i++) {
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scenes[i] = AssetDatabase.GUIDToAssetPath(scenes[i]);
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if (scenes[i].Contains(FirstSceneToLoad)) {
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bestScene = scenes[i];
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}
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}
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if (bestScene == null) bestScene = scenes.FirstOrDefault();
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if (bestScene != null) {
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) {
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EditorSceneManager.OpenScene(bestScene);
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}
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}
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}
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}
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void AnimateLogo (VisualElement logo) {
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var t0 = Time.realtimeSinceStartup;
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EditorApplication.CallbackFunction introAnimation = null;
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int ticks = 0;
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introAnimation = () => {
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var t = Time.realtimeSinceStartup - t0;
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if (ticks == 1) {
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logo.RemoveFromClassList("largeIconEntry");
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}
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Repaint();
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ticks++;
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if (ticks > 1 && t > 5) {
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EditorApplication.update -= introAnimation;
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}
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};
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EditorApplication.update += introAnimation;
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}
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bool GetSamples (out UnityEditor.PackageManager.UI.Sample sample) {
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sample = default;
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System.Collections.Generic.IEnumerable<UnityEditor.PackageManager.UI.Sample> samples;
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try {
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samples = UnityEditor.PackageManager.UI.Sample.FindByPackage("com.arongranberg.astar", "");
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if (samples == null) {
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return false;
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}
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} catch (System.NullReferenceException) {
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// The package manager api is buggy, and will throw an exception if the package is not installed
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// via the package manager.
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// In any case, we can't import samples if the package is not installed via the package manager.
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return false;
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}
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var samplesArr = samples.ToArray();
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if (samplesArr.Length != 1) {
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Debug.LogError("Expected exactly 1 sample. Found " + samplesArr.Length + ". This should not happen");
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return false;
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}
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sample = samplesArr[0];
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return true;
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}
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private void ImportSamples () {
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if (!GetSamples(out var sample)) {
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Debug.LogError("The A* Pathfinding Project is not installed via the Unity package manager. Cannot import samples.");
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return;
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}
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if (sample.isImported) {
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// Show dialog box
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if (!EditorUtility.DisplayDialog("Import samples", "Samples are already imported. Do you want to reimport them?", "Reimport", "Cancel")) {
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return;
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}
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}
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isImportingSamples = true;
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CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
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if (!sample.Import(UnityEditor.PackageManager.UI.Sample.ImportOptions.OverridePreviousImports)) {
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Debug.LogError("Failed to import samples");
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return;
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}
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OnPostImportedSamples();
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}
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void OnAssemblyCompilationFinished (string assembly, CompilerMessage[] message) {
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for (int i = 0; i < message.Length; i++) {
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// E.g.
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// error CS0006: Metadata file 'Assets/AstarPathfindingProject/Plugins/Clipper/Pathfinding.Clipper2Lib.dll' could not be found
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// error CS0006: Metadata file 'Assets/AstarPathfindingProject/Plugins/DotNetZip/Pathfinding.Ionic.Zip.Reduced.dll' could not be found
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// I believe this can happen if the user previously has had the package imported into the Assets folder (e.g. version 4),
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// and then it is imported via the package manager, and the samples imported.
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// Unity seems to miss that the dll files now have new locations, and gets confused.
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if (message[i].type == CompilerMessageType.Error && message[i].message.Contains("CS0006")) {
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Debug.LogError("Compilation failed due to a Unity bug. Asking user to restart Unity.");
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if (!askedAboutQuitting) {
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if (EditorUtility.DisplayDialog("Restart Unity", "Your version of Unity has a bug that, unfortunately, requires the editor to be restarted, after importing the samples.", "Quit Unity", "Cancel")) {
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askedAboutQuitting = true;
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EditorApplication.update += () => {
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) {
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EditorApplication.Exit(0);
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}
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};
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}
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}
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}
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}
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}
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private void OpenDocumentation () {
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Application.OpenURL(AstarUpdateChecker.GetURL("documentation"));
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}
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private void OpenGetStarted () {
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Application.OpenURL(AstarUpdateChecker.GetURL("documentation") + "getstarted.html");
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}
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private void OpenChangelog () {
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Application.OpenURL(AstarUpdateChecker.GetURL("changelog"));
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}
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}
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}
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