2025-05-09 15:40:34 +08:00

166 lines
7.0 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only]
/// Stores data which needs to survive assembly reloading (such as from script compilation), but can be discarded
/// when the Unity Editor is closed.
/// </summary>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor/TemporarySettings
internal class TemporarySettings : ScriptableObject
{
/************************************************************************************************************************/
#region Instance
/************************************************************************************************************************/
private static TemporarySettings _Instance;
/// <summary>Finds an existing instance of this class or creates a new one.</summary>
private static TemporarySettings Instance
=> AnimancerEditorUtilities.FindOrCreate(
ref _Instance,
HideFlags.HideAndDontSave | HideFlags.DontUnloadUnusedAsset);
/************************************************************************************************************************/
protected virtual void OnEnable()
{
OnEnableSelection();
}
protected virtual void OnDisable()
{
OnDisableSelection();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Event Selection
/************************************************************************************************************************/
private readonly Dictionary<Object, Dictionary<string, int>>
ObjectToPropertyPathToSelectedEvent = new();
/************************************************************************************************************************/
public static int GetSelectedEvent(SerializedProperty property)
{
var instance = Instance;
if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(property.serializedObject.targetObject, out var pathToSelection))
return -1;
else if (pathToSelection.TryGetValue(property.propertyPath, out var selection))
return selection;
else
return -1;
}
/************************************************************************************************************************/
public static void SetSelectedEvent(SerializedProperty property, int eventIndex)
{
var pathToSelection = GetOrCreatePathToSelection(property.serializedObject.targetObject);
if (eventIndex >= 0)
pathToSelection[property.propertyPath] = eventIndex;
else
pathToSelection.Remove(property.propertyPath);
}
/************************************************************************************************************************/
private static Dictionary<string, int> GetOrCreatePathToSelection(Object obj)
{
var instance = Instance;
if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(obj, out var pathToSelection))
instance.ObjectToPropertyPathToSelectedEvent.Add(obj, pathToSelection = new());
return pathToSelection;
}
/************************************************************************************************************************/
[SerializeField] private Serialization.ObjectReference[] _EventSelectionObjects;
[SerializeField] private string[] _EventSelectionPropertyPaths;
[SerializeField] private int[] _EventSelectionIndices;
/************************************************************************************************************************/
private void OnDisableSelection()
{
var objects = new List<Serialization.ObjectReference>();
var paths = new List<string>();
var indices = new List<int>();
foreach (var objectToSelection in ObjectToPropertyPathToSelectedEvent)
{
foreach (var pathToSelection in objectToSelection.Value)
{
objects.Add(objectToSelection.Key);
paths.Add(pathToSelection.Key);
indices.Add(pathToSelection.Value);
}
}
_EventSelectionObjects = objects.ToArray();
_EventSelectionPropertyPaths = paths.ToArray();
_EventSelectionIndices = indices.ToArray();
}
/************************************************************************************************************************/
private void OnEnableSelection()
{
if (_EventSelectionObjects == null ||
_EventSelectionPropertyPaths == null ||
_EventSelectionIndices == null)
return;
var count = _EventSelectionObjects.Length;
if (count > _EventSelectionPropertyPaths.Length)
count = _EventSelectionPropertyPaths.Length;
if (count > _EventSelectionIndices.Length)
count = _EventSelectionIndices.Length;
for (int i = 0; i < count; i++)
{
var obj = _EventSelectionObjects[i];
if (obj.IsValid())
{
var pathToSelection = GetOrCreatePathToSelection(obj);
pathToSelection.Add(_EventSelectionPropertyPaths[i], _EventSelectionIndices[i]);
}
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Preview Models
/************************************************************************************************************************/
[SerializeField]
private List<GameObject> _PreviewModels;
public static List<GameObject> PreviewModels
{
get
{
var instance = Instance;
AnimancerEditorUtilities.RemoveMissingAndDuplicates(ref instance._PreviewModels);
return instance._PreviewModels;
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}
#endif