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+ 3f * OneMinusT * OneMinusT * t * p1 + + 3f * OneMinusT * t * t * p2 + + t * t * t * p3; + } + + public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { + t = Mathf.Clamp01(t); + float oneMinusT = 1f - t; + return + 3f * oneMinusT * oneMinusT * (p1 - p0) + + 6f * oneMinusT * t * (p2 - p1) + + 3f * t * t * (p3 - p2); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Bezier.cs.meta b/Assets/Do Not Touch/Scripts/Bezier.cs.meta new file mode 100644 index 0000000..e0a8c27 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Bezier.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 954c265bae4f8814ba57d196a51c880d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs b/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs new file mode 100644 index 0000000..9dbb609 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs @@ -0,0 +1,5 @@ +public enum BezierControlPointMode { + Free, + Aligned, + Mirrored +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs.meta b/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs.meta new file mode 100644 index 0000000..53f7300 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierControlPointMode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 621a153e2860eaa44ae0727c4079948e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled b/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled new file mode 100644 index 0000000..0ad0415 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled @@ -0,0 +1,27 @@ +using UnityEngine; + +public class BezierCurve : MonoBehaviour { + + public Vector3[] points; + + public Vector3 GetPoint (float t) { + return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t)); + } + + public Vector3 GetVelocity (float t) { + return transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position; + } + + public Vector3 GetDirection (float t) { + return GetVelocity(t).normalized; + } + + public void Reset () { + points = new Vector3[] { + new Vector3(1f, 0f, 0f), + new Vector3(2f, 0f, 0f), + new Vector3(3f, 0f, 0f), + new Vector3(4f, 0f, 0f) + }; + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled.meta b/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled.meta new file mode 100644 index 0000000..6d6cf10 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierCurve.cs.disabled.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b7b6b4e22427e4efbb847bd026324e59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/BezierSpline.cs b/Assets/Do Not Touch/Scripts/BezierSpline.cs new file mode 100644 index 0000000..4406d78 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierSpline.cs @@ -0,0 +1,402 @@ +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[StripFromAssetBundleScene] +public class BezierSpline : MonoBehaviour +{ + [SerializeField] + private List points = new List(); + + [SerializeField] + private List ups = new List(); + + [SerializeField] + private List modes = new List(); + + [SerializeField] + private bool loop; + + public List Points + { + get + { + return points; + } + set + { + points = Points; + } + } + + public bool Loop + { + get + { + return loop; + } + set + { + loop = value; + if (value) + { + modes[modes.Count - 1] = modes[0]; + SetControlPoint(0, points[0]); + } + } + } + + public int ControlPointCount => points.Count; + + public int CurveCount => (points.Count - 1) / 3; + + public Vector3 GetControlPoint(int index) + { + return points[index]; + } + + public void SetControlPointUp(int index, Vector3 up) + { + int index2 = (index + 1) / 3; + ups[index2] = up; + } + + public Vector3 GetUp(int index) + { + int index2 = (index + 1) / 3; + return ups[index2]; + } + + public void SetControlPoint(int index, Vector3 point) + { + if (index % 3 == 0) + { + Vector3 vector = point - points[index]; + if (loop) + { + if (index == 0) + { + points[1] += vector; + points[points.Count - 2] += vector; + points[points.Count - 1] = point; + } + else if (index == points.Count - 1) + { + points[0] = point; + points[1] += vector; + points[index - 1] += vector; + } + else + { + points[index - 1] += vector; + points[index + 1] += vector; + } + } + else + { + if (index > 0) + { + points[index - 1] += vector; + } + if (index + 1 < points.Count) + { + points[index + 1] += vector; + } + } + } + points[index] = point; + EnforceMode(index); + } + + public BezierControlPointMode GetControlPointMode(int index) + { + return modes[(index + 1) / 3]; + } + + public void SetControlPointMode(int index, BezierControlPointMode mode) + { + int num = (index + 1) / 3; + modes[num] = mode; + if (loop) + { + if (num == 0) + { + modes[modes.Count - 1] = mode; + } + else if (num == modes.Count - 1) + { + modes[0] = mode; + } + } + EnforceMode(index); + } + + private void EnforceMode(int index) + { + int num = (index + 1) / 3; + BezierControlPointMode bezierControlPointMode = modes[num]; + if (bezierControlPointMode == BezierControlPointMode.Free || (!loop && (num == 0 || num == modes.Count - 1))) + { + return; + } + int num2 = num * 3; + int num3; + int num4; + if (index <= num2) + { + num3 = num2 - 1; + if (num3 < 0) + { + num3 = points.Count - 2; + } + num4 = num2 + 1; + if (num4 >= points.Count) + { + num4 = 1; + } + } + else + { + num3 = num2 + 1; + if (num3 >= points.Count) + { + num3 = 1; + } + num4 = num2 - 1; + if (num4 < 0) + { + num4 = points.Count - 2; + } + } + Vector3 vector = points[num2]; + Vector3 vector2 = vector - points[num3]; + if (bezierControlPointMode == BezierControlPointMode.Aligned) + { + vector2 = vector2.normalized * Vector3.Distance(vector, points[num4]); + } + points[num4] = vector + vector2; + } + + public Vector3 GetPoint(float t) + { + int num; + if (t >= 1f) + { + t = 1f; + num = points.Count - 4; + } + else + { + t = Mathf.Clamp01(t) * (float)CurveCount; + num = (int)t; + t -= (float)num; + num *= 3; + } + return base.transform.TransformPoint(Bezier.GetPoint(points[num], points[num + 1], points[num + 2], points[num + 3], t)); + } + + public Vector3 GetVelocity(float t) + { + int num; + if (t >= 1f) + { + t = 1f; + num = points.Count - 4; + } + else + { + t = Mathf.Clamp01(t) * (float)CurveCount; + num = (int)t; + t -= (float)num; + num *= 3; + } + return base.transform.TransformPoint(Bezier.GetFirstDerivative(points[num], points[num + 1], points[num + 2], points[num + 3], t)) - base.transform.position; + } + + public Vector3 GetDirection(float t) + { + return GetVelocity(t).normalized; + } + + public bool IsNoHandle(int index) + { + return index % 3 == 0; + } + + public bool IsLast(int index) + { + return index == points.Count - 1; + } + + public bool IsFirst(int index) + { + return index == 0; + } + + public Vector3 GetDirectionAtPoint(int index) + { + if (index < points.Count - 1 && index > 0) + { + return (points[index + 1] - points[index - 1]).normalized; + } + if (index == 0) + { + return (points[index + 1] - points[index]).normalized; + } + return (points[index] - points[index - 1]).normalized; + } + + public Vector3 GetUp(float t) + { + int num; + if (t >= 1f) + { + t = 1f; + num = ups.Count - 2; + } + else + { + t = Mathf.Clamp01(t) * (float)CurveCount; + num = (int)t; + t -= (float)num; + } + return Vector3.Lerp(ups[num], ups[num + 1], t); + } + + public void AddCurve() + { + Vector3 vector = points[points.Count - 1]; + Vector3 directionAtPoint = GetDirectionAtPoint(points.Count - 1); + points.Add(vector); + points.Add(vector); + points.Add(vector); + vector += directionAtPoint; + points[points.Count - 3] = vector; + vector += directionAtPoint; + points[points.Count - 2] = vector; + vector += directionAtPoint; + points[points.Count - 1] = vector; + modes.Add(modes[modes.Count - 1]); + EnforceMode(points.Count - 4); + ups.Add(ups[ups.Count - 1]); + if (loop) + { + points[points.Count - 1] = points[0]; + ups[ups.Count - 1] = ups[0]; + modes[modes.Count - 1] = modes[0]; + EnforceMode(0); + } + } + + public void InsertCurve(int index) + { + Vector3 vector = points[index]; + Vector3 directionAtPoint = GetDirectionAtPoint(index); + points.Insert(index, vector); + points.Insert(index, vector); + points.Insert(index, vector); + vector += directionAtPoint; + points[index + 1] = vector; + vector += directionAtPoint; + points[index + 2] = vector; + vector += directionAtPoint; + points[index + 3] = vector; + modes.Insert((index + 1) / 3, modes[(index + 1) / 3]); + EnforceMode(index); + EnforceMode(index + 1); + EnforceMode(index + 2); + EnforceMode(index + 3); + ups.Insert((index + 1) / 3, ups[(index + 1) / 3]); + } + + public void RemoveCurve(int index) + { + bool num = IsLast(index); + bool flag = IsFirst(index); + if (!num) + { + points.RemoveAt(index + 1); + } + if (flag) + { + points.RemoveAt(index + 2); + } + points.RemoveAt(index); + if (!flag) + { + points.RemoveAt(index - 1); + } + if (num) + { + points.RemoveAt(index - 2); + } + modes.RemoveAt((index + 1) / 3); + ups.RemoveAt((index + 1) / 3); + if (loop) + { + modes[modes.Count - 1] = modes[0]; + SetControlPoint(0, points[0]); + } + } + + public void Reset() + { + points.Clear(); + modes.Clear(); + ups.Clear(); + loop = false; + points.Add(new Vector3(0f, 0f, 0f)); + points.Add(new Vector3(0f, 0f, 1f)); + points.Add(new Vector3(0f, 0f, 2f)); + points.Add(new Vector3(0f, 0f, 3f)); + modes.Add(BezierControlPointMode.Mirrored); + modes.Add(BezierControlPointMode.Mirrored); + ups.Add(Vector3.up); + ups.Add(Vector3.up); + } + + #if UNITY_EDITOR + + private void OnDrawGizmos() { + if (Selection.Contains(gameObject)) return; + Vector3 GetPoint(int index) { + Vector3 point = transform.TransformPoint(GetControlPoint(index)); + return point; + } + Vector3 ShowPoint(Vector3 point, float scale = 1f) { + var size = HandleUtility.GetHandleSize(point) * 0.2f * scale; + Gizmos.DrawCube(point, new Vector3(size, size, size)); + return point; + } + Vector3 p0 = GetPoint(0); + ShowPoint(p0); + for (int i = 1; i < ControlPointCount; i += 3) { + Vector3 p1 = GetPoint(i); + Vector3 p2 = GetPoint(i + 1); + Vector3 p3 = GetPoint(i + 2); + ShowPoint(p3); + + Vector3 midpoint = Bezier.GetPoint(p0, p1, p2, p3, 0.5f); + ShowPoint(midpoint, 0.8f); + + Handles.color = Color.gray; + + Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); + p0 = p3; + } + } + + public delegate void OnChangeHandler(); + public event OnChangeHandler OnChange; + + private void OnValidate() { + // TODO this duplicates the DirtyCount call from OnInspectorGUI() + CoroutineUtils.RunNextTick(EmitChange); + } + public void EmitChange() { + OnChange?.Invoke(); + } + #endif +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/BezierSpline.cs.meta b/Assets/Do Not Touch/Scripts/BezierSpline.cs.meta new file mode 100644 index 0000000..12e5d04 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/BezierSpline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 878b26fed904ae44d906f7d2ab8e8dee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/ClickabilityExperiment.meta b/Assets/Do Not Touch/Scripts/ClickabilityExperiment.meta new file mode 100644 index 0000000..5d58d9a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/ClickabilityExperiment.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 38ebdec4c31a33344849e6240572d908 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs new file mode 100644 index 0000000..e196b3b --- /dev/null +++ b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +class CE_HideInHierarchy : MonoBehaviour { + void OnValidate() { + gameObject.hideFlags |= HideFlags.HideInHierarchy; + gameObject.hideFlags = HideFlags.None; + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs.meta b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs.meta new file mode 100644 index 0000000..e6126bf --- /dev/null +++ b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_HideInHierarchy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1a59ffa74908c84a932ebb22b3e5aac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs new file mode 100644 index 0000000..c21e1ef --- /dev/null +++ b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs @@ -0,0 +1,6 @@ + +using UnityEngine; + +[SelectionBase] +class CE_SelectionBase : MonoBehaviour { +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs.meta b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs.meta new file mode 100644 index 0000000..fd2916b --- /dev/null +++ b/Assets/Do Not Touch/Scripts/ClickabilityExperiment/CE_SelectionBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e36ed633e9c4ec24481e86a85df55ee2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs b/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs new file mode 100644 index 0000000..9eae310 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs @@ -0,0 +1,133 @@ +using System; +using System.IO; +using UnityEditor; +using Object = UnityEngine.Object; +using UnityEngine; + +/// +/// Logic to build BRC maps, separated from the UI / Inspectors / windows. +/// +public class BRCMapBuilder { + + BRCMap thisMap; + public BRCMapBuilder(BRCMap map) { + thisMap = map; + } + + public void RebuildAll() { + CreateMapPrefabFromScene(); + AddAssetsToBundle(); + CreateMapBundle(); + } + + public void AddAssetsToBundle() + { + // Get all assets in a folder and its subfolders, excluding scenes and scripts + string folderPath = "Assets/" + thisMap.mapName; // Use the path based on the map name + string[] assetPaths = AssetDatabase.FindAssets("", new[] { folderPath }); + + foreach (string assetPath in assetPaths) + { + string assetPathWithExtension = AssetDatabase.GUIDToAssetPath(assetPath); + + // Check if the asset is not a scene or script, those don't work like other assets I guess :( + if (!assetPathWithExtension.EndsWith(".unity") && !assetPathWithExtension.EndsWith(".cs")) + { + // Add the asset to the specified asset bundle + AssetImporter.GetAtPath(assetPathWithExtension).SetAssetBundleNameAndVariant(thisMap.mapName, "sup"); + + Debug.Log("Adding " + assetPathWithExtension + " to the collection of map assets..."); + } + // if (assetPathWithExtension.EndsWith(".unity")) { + // AssetImporter.GetAtPath(assetPathWithExtension).SetAssetBundleNameAndVariant(thisMap.mapName + "_scenes", "sup"); + // } + } + + // Save the changes + AssetDatabase.SaveAssets(); + } + + public void CreateMapBundle() + { + string assetBundleDirectory = "Assets/Map Files"; + if (!Directory.Exists(assetBundleDirectory)) + { + Directory.CreateDirectory(assetBundleDirectory); + } + try + { + DirectoryInfo d = new DirectoryInfo(assetBundleDirectory); + foreach (var file in d.GetFiles("*.sup")) + { + file.Delete(); + } + BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneWindows); + File.Delete("Assets/Map Files/Map Files"); + foreach (var file in d.GetFiles("*.manifest")) + { + file.Delete(); + } + foreach (var file in d.GetFiles("*.manifest.meta")) + { + file.Delete(); + } + AssetDatabase.Refresh(); + if(Preferences.instance.general.mapDirectory != "") { + foreach (var file in d.GetFiles("*.sup")) { + file.CopyTo(Path.Join(Preferences.instance.general.mapDirectory, file.Name), true); + } + } + Debug.Log("✔️ SUCCESSFULLY BUILT BRC MAP FILE. WOOHOO!!!! ✔️"); + } + catch (Exception e) + { + Debug.LogError("Something's wrong with your map. The map file was not generated." + e.ToString()); + } + } + + public void CreateMapPrefabFromScene() + { + // Find all objects in the current scene, excluding this script's GameObject. + GameObject[] sceneObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); + + // Create a new empty GameObject to hold the scene objects. + GameObject mapPrefab = new GameObject("MapPrefab"); + + foreach (GameObject obj in sceneObjects) + { + if (obj != thisMap.gameObject) // Exclude this script's GameObject. + { + // Duplicate the object and make it a child of the mapPrefab. + GameObject objClone = Object.Instantiate(obj, mapPrefab.transform); + objClone.name = obj.name; // Ensure the clone has the same name. + + // Set the transform properties to match the original object. + objClone.transform.position = obj.transform.position; + objClone.transform.rotation = obj.transform.rotation; + objClone.transform.localScale = obj.transform.localScale; + } + } + + // Save the mapPrefab as a prefab asset to the map folder. + string prefabPath = "Assets/" + thisMap.mapName + "/MapPrefab.prefab"; + PrefabUtility.SaveAsPrefabAsset(mapPrefab, prefabPath); + + // Destroy the mapPrefab in the scene. + Object.DestroyImmediate(mapPrefab); + + Debug.Log("MapPrefab created from the current scene and saved as a prefab."); + } + + public void ToggleDebugObjects() + { + Renderer[] renderers = GameObject.FindObjectsByType(FindObjectsSortMode.None); + + foreach(Renderer r in renderers) + { + if (r.sharedMaterial.name == "Debug") + { + r.enabled = !r.enabled; + } + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs.meta b/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs.meta new file mode 100644 index 0000000..f825eac --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BRCMapBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f2d85dd39c28f148b9448c153cff9bf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/BRCMapEditor.cs b/Assets/Do Not Touch/Scripts/Editor/BRCMapEditor.cs index 49a1d0f..f396be4 100644 --- a/Assets/Do Not Touch/Scripts/Editor/BRCMapEditor.cs +++ b/Assets/Do Not Touch/Scripts/Editor/BRCMapEditor.cs @@ -2,16 +2,18 @@ using UnityEditor; using System.IO; using System; +using UnityEditor.ShortcutManagement; [CustomEditor(typeof(BRCMap))] public class BRCMapEditor : Editor { private BRCMap thisMap; + private BRCMapBuilder builder; private void Awake() { thisMap = target as BRCMap; - Debug.Log(thisMap); + builder = new BRCMapBuilder(thisMap); } public override void OnInspectorGUI() { @@ -29,124 +31,30 @@ public override void OnInspectorGUI() if (GUILayout.Button("Toggle Red Debug Shapes")) { // Apply any changes made to the prefab - ToggleDebugObjects(); + builder.ToggleDebugObjects(); } if (GUILayout.Button("Create MapPrefab from Scene")) { // Apply any changes made to the prefab - CreateMapPrefabFromScene(); + builder.CreateMapPrefabFromScene(); } if (GUILayout.Button("Collect Map Assets")) { // Apply any changes made to the prefab - AddAssetsToBundle(); + builder.AddAssetsToBundle(); } if (GUILayout.Button("Build Map File")) { - // Apply any changes made to the prefab - CreateMapBundle(); - } - } - - public void AddAssetsToBundle() - { - // Get all assets in a folder and its subfolders, excluding scenes and scripts - string folderPath = "Assets/" + thisMap.mapName; // Use the path based on the map name - string[] assetPaths = AssetDatabase.FindAssets("", new[] { folderPath }); - foreach (string assetPath in assetPaths) - { - string assetPathWithExtension = AssetDatabase.GUIDToAssetPath(assetPath); - - // Check if the asset is not a scene or script, those don't work like other assets I guess :( - if (!assetPathWithExtension.EndsWith(".unity") && !assetPathWithExtension.EndsWith(".cs")) - { - // Add the asset to the specified asset bundle - AssetImporter.GetAtPath(assetPathWithExtension).SetAssetBundleNameAndVariant(thisMap.mapName, "sup"); - - Debug.Log("Adding " + assetPathWithExtension + " to the collection of map assets..."); - } - } - - // Save the changes - AssetDatabase.SaveAssets(); - } - - void CreateMapBundle() - { - string assetBundleDirectory = "Assets/Map Files"; - if (!Directory.Exists(assetBundleDirectory)) - { - Directory.CreateDirectory(assetBundleDirectory); - } - try - { - BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.StrictMode, BuildTarget.StandaloneWindows); - DirectoryInfo d = new DirectoryInfo(assetBundleDirectory); - File.Delete("Assets/Map Files/Map Files"); - foreach (var file in d.GetFiles("*.manifest")) - { - file.Delete(); - } - foreach (var file in d.GetFiles("*.manifest.meta")) - { - file.Delete(); - } - AssetDatabase.Refresh(); - Debug.Log("✔️ SUCCESSFULLY BUILT BRC MAP FILE. WOOHOO!!!! ✔️"); - } - catch (Exception e) - { - Debug.LogError("Something's wrong with your map. The map file was not generated." + e.ToString()); - } - } - - private void CreateMapPrefabFromScene() - { - // Find all objects in the current scene, excluding this script's GameObject. - GameObject[] sceneObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); - - // Create a new empty GameObject to hold the scene objects. - GameObject mapPrefab = new GameObject("MapPrefab"); - - foreach (GameObject obj in sceneObjects) - { - if (obj != thisMap.gameObject) // Exclude this script's GameObject. - { - // Duplicate the object and make it a child of the mapPrefab. - GameObject objClone = Instantiate(obj, mapPrefab.transform); - objClone.name = obj.name; // Ensure the clone has the same name. - - // Set the transform properties to match the original object. - objClone.transform.position = obj.transform.position; - objClone.transform.rotation = obj.transform.rotation; - objClone.transform.localScale = obj.transform.localScale; - } + // Apply any changes made to the prefab + builder.CreateMapBundle(); } - - // Save the mapPrefab as a prefab asset to the map folder. - string prefabPath = "Assets/" + thisMap.mapName + "/MapPrefab.prefab"; - PrefabUtility.SaveAsPrefabAsset(mapPrefab, prefabPath); - - // Destroy the mapPrefab in the scene. - DestroyImmediate(mapPrefab); - - Debug.Log("MapPrefab created from the current scene and saved as a prefab."); - } - - private void ToggleDebugObjects() - { - Renderer[] renderers = GameObject.FindObjectsByType(FindObjectsSortMode.None); - - foreach(Renderer r in renderers) + if (GUILayout.Button("Rebuild All")) { - if (r.sharedMaterial.name == "Debug") - { - r.enabled = !r.enabled; - } + builder.RebuildAll(); } } } \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled b/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled new file mode 100644 index 0000000..a42f275 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled @@ -0,0 +1,57 @@ +using UnityEditor; +using UnityEngine; + +[CustomEditor(typeof(BezierCurve))] +public class BezierCurveInspector : Editor { + + private const int lineSteps = 10; + private const float directionScale = 0.5f; + + private BezierCurve curve => target as BezierCurve; + private Transform handleTransform; + private Quaternion handleRotation; + + private void OnSceneGUI () { + EditorGUI.BeginChangeCheck(); + handleTransform = curve.transform; + handleRotation = Tools.pivotRotation == PivotRotation.Local ? + handleTransform.rotation : Quaternion.identity; + + Vector3 p0 = ShowPoint(0); + Vector3 p1 = ShowPoint(1); + Vector3 p2 = ShowPoint(2); + Vector3 p3 = ShowPoint(3); + + Handles.color = Color.gray; + Handles.DrawLine(p0, p1); + Handles.DrawLine(p2, p3); + + ShowDirections(); + Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); + EditorGUI.EndChangeCheck(); + } + + private void ShowDirections () { + Handles.color = Color.green; + Vector3 point = curve.GetPoint(0f); + Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale); + for (int i = 1; i <= lineSteps; i++) { + point = curve.GetPoint(i / (float)lineSteps); + Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale); + } + } + + private Vector3 ShowPoint (int index) { + Vector3 point = handleTransform.TransformPoint(curve.points[index]); + EditorGUI.BeginChangeCheck(); + var pointAfter = Handles.DoPositionHandle(point, handleRotation); + if(point != pointAfter) { + // if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(curve, "Move Point"); + Debug.Log("Change found"); + EditorUtility.SetDirty(curve); + curve.points[index] = handleTransform.InverseTransformPoint(point); + } + return point; + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled.meta b/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled.meta new file mode 100644 index 0000000..08e85f8 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BezierCurveInspector.cs.disabled.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 28cd1cdefdaf24d6cb98f0cb87845b3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs b/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs new file mode 100644 index 0000000..b5717e5 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs @@ -0,0 +1,136 @@ +using Codice.Client.Common.GameUI; +using UnityEditor; +using UnityEngine; + +[CustomEditor(typeof(BezierSpline))] +public class BezierSplineInspector : Editor { + + private const int stepsPerCurve = 10; + private const float directionScale = 0.5f; + private const float handleSize = 0.04f; + private const float pickSize = 0.06f; + + private static Color[] modeColors = { + Color.white, + Color.yellow, + Color.cyan + }; + + private BezierSpline spline => target as BezierSpline; + private Transform handleTransform; + private Quaternion handleRotation; + private int selectedIndex = -1; + + public override void OnInspectorGUI () { + var dirtyCount = EditorUtility.GetDirtyCount(spline); + EditorGUI.BeginChangeCheck(); + bool loop = EditorGUILayout.Toggle("Loop", spline.Loop); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Toggle Loop"); + EditorUtility.SetDirty(spline); + spline.Loop = loop; + } + if (selectedIndex >= 0 && selectedIndex < spline.ControlPointCount) { + DrawSelectedPointInspector(); + } + if (GUILayout.Button("Reset")) { + Undo.RecordObject(spline, "Reset Spline"); + spline.Reset(); + EditorUtility.SetDirty(spline); + } + if (GUILayout.Button("Add Curve")) { + Undo.RecordObject(spline, "Add Curve"); + spline.AddCurve(); + EditorUtility.SetDirty(spline); + } + if (spline.CurveCount > 1 && GUILayout.Button("Remove Curve")) { + Undo.RecordObject(spline, "Remove Curve"); + spline.RemoveCurve(spline.ControlPointCount - 1); + EditorUtility.SetDirty(spline); + } + if(EditorUtility.GetDirtyCount(spline) > dirtyCount) { + spline.EmitChange(); + } + } + + private void DrawSelectedPointInspector() { + GUILayout.Label("Selected Point"); + EditorGUI.BeginChangeCheck(); + Vector3 point = EditorGUILayout.Vector3Field("Position", spline.GetControlPoint(selectedIndex)); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(selectedIndex, point); + } + EditorGUI.BeginChangeCheck(); + BezierControlPointMode mode = (BezierControlPointMode)EditorGUILayout.EnumPopup("Mode", spline.GetControlPointMode(selectedIndex)); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Change Point Mode"); + spline.SetControlPointMode(selectedIndex, mode); + EditorUtility.SetDirty(spline); + } + } + + private void OnSceneGUI () { + HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive)); + var dirtyCount = EditorUtility.GetDirtyCount(spline); + using (new Handles.DrawingScope()) { + handleTransform = spline.transform; + handleRotation = Tools.pivotRotation == PivotRotation.Local ? + handleTransform.rotation : Quaternion.identity; + + Vector3 p0 = ShowPoint(0); + for (int i = 1; i < spline.ControlPointCount; i += 3) { + Vector3 p1 = ShowPoint(i); + Vector3 p2 = ShowPoint(i + 1); + Vector3 p3 = ShowPoint(i + 2); + + Handles.color = Color.gray; + Handles.DrawLine(p0, p1); + Handles.DrawLine(p2, p3); + + Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); + p0 = p3; + } + ShowDirections(); + } + if(EditorUtility.GetDirtyCount(spline) > dirtyCount) { + spline.EmitChange(); + } + } + + private void ShowDirections () { + Handles.color = Color.green; + Vector3 point = spline.GetPoint(0f); + Handles.DrawLine(point, point + spline.GetDirection(0f) * directionScale); + int steps = stepsPerCurve * spline.CurveCount; + for (int i = 1; i <= steps; i++) { + point = spline.GetPoint(i / (float)steps); + Handles.DrawLine(point, point + spline.GetDirection(i / (float)steps) * directionScale); + } + } + + private Vector3 ShowPoint (int index) { + var p = spline.GetControlPoint(index); + Vector3 point = handleTransform.TransformPoint(p); + float size = HandleUtility.GetHandleSize(point); + if (index == 0) { + size *= 2f; + } + Handles.color = modeColors[(int)spline.GetControlPointMode(index)]; + if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotHandleCap)) { + selectedIndex = index; + Repaint(); + } + if (selectedIndex == index) { + EditorGUI.BeginChangeCheck(); + point = Handles.DoPositionHandle(point, handleRotation); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(spline, "Move Point"); + EditorUtility.SetDirty(spline); + spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point)); + } + } + return point; + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs.meta b/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs.meta new file mode 100644 index 0000000..3de6917 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BezierSplineInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 127eddf8173c549d9976751e82f3face +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs b/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs new file mode 100644 index 0000000..26e92f6 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs @@ -0,0 +1,48 @@ + +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; +using UnityEngine.SceneManagement; +using Scene = UnityEngine.SceneManagement.Scene; + +public class BuildWindow : EditorWindow { + const string windowLabel = "Map Builder"; + + [MenuItem(Constants.menuLabel + "/" + windowLabel)] + private static void ShowMyEditor() { + EditorWindow wnd = GetWindow(); + wnd.titleContent = new GUIContent(windowLabel); + } + + private Vector2 scrollbarPosition = Vector2.zero; + + private BRCMap _brcMap; + private BRCMap brcMap => _brcMap = _brcMap != null ? _brcMap : FindObjectOfType(); + + private void OnEnable() { + EditorSceneManager.activeSceneChangedInEditMode -= onSceneChange; + EditorSceneManager.activeSceneChangedInEditMode += onSceneChange; + } + private void OnDisable() { + EditorSceneManager.activeSceneChangedInEditMode -= onSceneChange; + } + private void onSceneChange(Scene s, Scene s2) { + _brcMap = null; + } + + private void OnInspectorUpdate() { + Repaint(); + } + + private void OnGUI() { + + scrollbarPosition = EditorGUILayout.BeginScrollView(scrollbarPosition, false, false); + + if(brcMap) { + var e = Editor.CreateEditor(brcMap); + e.OnInspectorGUI(); + } + + EditorGUILayout.EndScrollView(); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs.meta b/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs.meta new file mode 100644 index 0000000..9a3d7f9 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/BuildWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 889904f3a4259a14f9b7633765bf9be3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples.meta new file mode 100644 index 0000000..6affc45 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 34ccf065a651fee4ebed0bd34c0da37b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable new file mode 100644 index 0000000..834dd6c --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable @@ -0,0 +1,11 @@ +using UnityEditor; + +class CodegenHookExample : AssetPostprocessor { + static bool didCodegen = false; + void OnPreprocessAsset() { + if(assetPath.EndsWith(".cs") && !didCodegen) { + didCodegen = true; + // File.AppendAllLines("Assets/Do Not Touch/Scripts/Editor/ScriptingWindow.cs", new string[]{"//a"}); + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable.meta new file mode 100644 index 0000000..28c9c3a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/CodeGeneratorHookExample.cs.disable.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 60002a4fd09bcbf4ba8de6a2e0348900 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs new file mode 100644 index 0000000..dbee45f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs @@ -0,0 +1,69 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Linq; +using Reptile; +using Unity.EditorCoroutines.Editor; +using UnityEditor; +using UnityEngine; + +/// +/// Messy, experimental code +/// +[ExecuteInEditMode] +class HideInHierarchy : MonoBehaviour { + + void OnEnable() { + Selection.selectionChanged -= onSelectionChanged; + Selection.selectionChanged += onSelectionChanged; + Debug.Log("Install callback"); + } + + void OnDisable() { + Selection.selectionChanged -= onSelectionChanged; + Debug.Log("Uninstall callback"); + } + + void onSelectionChanged() { + EditorCoroutineUtility.StartCoroutineOwnerless(onSelectionChangedCoro()); + } + IEnumerator onSelectionChangedCoro() { + Debug.Log("onSelectionChanged"); + yield return null; + var replacement = GetComponentInParent().gameObject; + if (Selection.Contains(replacement)) { + SceneVisibilityManager.instance.DisablePicking(gameObject, false); + yield break; + } else { + SceneVisibilityManager.instance.EnablePicking(gameObject, false); + } + if (Selection.Contains(gameObject)) { + for(int i = 0; i < Selection.objects.Count(); i++) { + Debug.Log("selection " + i + ": " + Selection.objects[i]); + if(Selection.objects[i] == gameObject) { + Debug.Log(Selection.objects[i]); + Object[] s = (Object[])Selection.objects.Clone(); + Selection.objects[i] = replacement; + s[i] = replacement; + Selection.objects = s; + // Selection.objects = s; + // Selection.objects = new Object[0]; + // Selection.SetActiveObjectWithContext(GetComponentInParent().gameObject, null); + break; + } + } + } + } + public bool serialized = false; + private void OnValidate() { + gameObject.hideFlags = HideFlags.None; + hideFlags = HideFlags.None; + + // gameObject.hideFlags = HideFlags.HideInHierarchy; + // hideFlags = HideFlags.DontSaveInEditor; + + // Debug.Log(gameObject); + // Debug.Log(gameObject.hideFlags); + // Debug.Log(hideFlags); + } +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs.meta new file mode 100644 index 0000000..b59320c --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/HideInHierarchySandbox.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a1b77ee0b5bd1240921cd0f4e002445 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs new file mode 100644 index 0000000..9bc3f03 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs @@ -0,0 +1,37 @@ +using UnityEditor; +using UnityEngine; + +class SceneGUIPickerExample : EditorWindow { + private void OnEnable() { + SceneView.duringSceneGui -= duringSceneGui; + SceneView.duringSceneGui += duringSceneGui; + } + + private void OnDisable() { + SceneView.duringSceneGui -= duringSceneGui; + } + + /// Listener for SceneView.duringSceneGui + private void duringSceneGui(SceneView v) { + Event e = Event.current; + if (e.type == EventType.MouseDown && e.button == 0) + { + RaycastHit hit; + if (Physics.Raycast(Camera.current.ScreenPointToRay( + new Vector3(e.mousePosition.x, Camera.current.pixelHeight - e.mousePosition.y, 0)), + out hit, + Mathf.Infinity)) + { + Debug.Log("clicked at " + hit.point); + e.Use(); // Suppress normal event action + +// PrefabUti1ity. GetPrefabParent (obi ectToInstantiate) +// GameObiect placedObi ect = +// (GameObi ect) PrefabUti1ity. InstantiatePrefab ( +// placedObiect. transform. position = hit. point; +// placedObiect . transform. local Scale = +// new Vector3 (1, 1, 1) Random. Range (C . Sf, 2. Of) ; + } + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs.meta new file mode 100644 index 0000000..e3d8bac --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/SceneGuiPickerExample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4a2841f902e7d634bac964bbd467b506 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled new file mode 100644 index 0000000..a2b858f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled @@ -0,0 +1,108 @@ +using System.IO; +using UnityEditor; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; +using UnityEditor.ShortcutManagement; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class SandboxWindow : EditorWindow, IProcessSceneWithReport +{ + [InitializeOnLoadMethod] + static void InitializeOnLoad() { + Debug.Log(nameof(InitializeOnLoad) + a); + a++; + AssemblyReloadEvents.beforeAssemblyReload -= beforeAssemblyReload; + AssemblyReloadEvents.beforeAssemblyReload += beforeAssemblyReload; + AssemblyReloadEvents.afterAssemblyReload -= afterAssemblyReload; + AssemblyReloadEvents.afterAssemblyReload += afterAssemblyReload; + } + + static int a = 0; + static void beforeAssemblyReload() { + Debug.Log(nameof(beforeAssemblyReload) + a); + a++; + // File.AppendAllLines("Assets/Do Not Touch/Scripts/Editor/ScriptingWindow.cs", new string[]{"//a"}); + } + static void afterAssemblyReload() { + Debug.Log(nameof(afterAssemblyReload) + a); + a++; + } + + public int callbackOrder { get { return 0; } } + public void OnProcessScene(Scene scene, BuildReport report) + { + Debug.Log("MyCustomBuildProcessor.OnProcessScene " + scene.name); + var roots = scene.GetRootGameObjects(); + var firstRoot = roots[0]; + var brcMap = firstRoot.GetComponent(); + DestroyImmediate(brcMap); + } + + // [MenuItem("BRC/sandbox _G", validate = true)] + // public static bool ShowMyEditorValidate() { + // return Selection.activeObject.GetComponent() != null; + // } + + [MenuItem("BRC/sandbox ^G")] + public static void ShowMyEditor() { + // This method is called when the user selects the menu item in the Editor + EditorWindow wnd = GetWindow(); + wnd.titleContent = new GUIContent("Sandbox"); + + // Limit size of the window + wnd.minSize = new Vector2(450, 200); + wnd.maxSize = new Vector2(1920, 720); + } + // [MenuItem("BRC/sandbox2 _G", validate = true)] + // public static bool ShowMyEditor2Validate() { + // return Selection.activeObject.GetComponent() != null; + // } + + [Shortcut(nameof(GrindNodeShortcut), typeof(SceneView), KeyCode.G, displayName = "BRC/Grind Node Shortcut")] + public static void GrindNodeShortcut() { + Debug.Log("shortcut pressed"); + } + + // [MenuItem("BRC/sandbox2 _G")] + // public static void ShowMyEditor2() { + // // This method is called when the user selects the menu item in the Editor + // EditorWindow wnd = GetWindow(); + // wnd.titleContent = new GUIContent("Sandbox"); + + // // Limit size of the window + // wnd.minSize = new Vector2(450, 200); + // wnd.maxSize = new Vector2(1920, 720); + // } + + private void OnEnable() { + SceneView.duringSceneGui -= duringSceneGui; + SceneView.duringSceneGui += duringSceneGui; + } + + private void OnDisable() { + SceneView.duringSceneGui -= duringSceneGui; + } + + private void OnInspectorUpdate() { + Repaint(); + } + + + private void OnGUI() + { + if(GUILayout.Button("click me")) { + var scene = SceneManager.GetSceneByPath("Assets/Map Template/foobar"); + // List roots = new(); + // roots.Capacity = scene.rootCount; + Debug.Log("Scene " + scene.name + " is loaded? " + scene.isLoaded); + var roots = scene.GetRootGameObjects(); + Debug.Log("roots[0] " + roots[0]); + } + } + + /// Listener for SceneView.duringSceneGui + private void duringSceneGui(SceneView v) { + + } +} diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled.meta new file mode 100644 index 0000000..6eb0f2e --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/ScriptingWindow.cs.disabled.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 14080a83cb2970a42957c15ea4d82879 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs new file mode 100644 index 0000000..8d0b0d1 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs @@ -0,0 +1,36 @@ +using UnityEditor; +using UnityEngine; + +/// +/// +/// A dumping ground for code that makes a tabbed window UI. +/// +/// Keeping for quick reference, we may need it. +/// +/// +class TabbedWindowExample : EditorWindow { + enum GrindWindowTab { + Inspector = 0, + Doctor = 1, + Preferences = 2 + } + + private GrindWindowTab tab = GrindWindowTab.Inspector; + + private void OnGUI() + { + tab = (GrindWindowTab)GUILayout.Toolbar((int)tab, new string[] { + GrindWindowTab.Inspector.ToString(), + GrindWindowTab.Doctor.ToString(), + GrindWindowTab.Preferences.ToString() + }); + switch(tab) { + case GrindWindowTab.Inspector: + break; + case GrindWindowTab.Doctor: + break; + case GrindWindowTab.Preferences: + break; + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs.meta b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs.meta new file mode 100644 index 0000000..0f293f0 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/CodeSamples/TabbedWindowExample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 80f31af22e1a6e5428d04ac62d8fdaf3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/Constants.cs b/Assets/Do Not Touch/Scripts/Editor/Constants.cs new file mode 100644 index 0000000..309fa52 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/Constants.cs @@ -0,0 +1,4 @@ +public static class Constants { + public const string hotkeyGroupName = "BRC"; + public const string menuLabel = "BRC Mapping Toolkit"; +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/Constants.cs.meta b/Assets/Do Not Touch/Scripts/Editor/Constants.cs.meta new file mode 100644 index 0000000..781750f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/Constants.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b39d57ad349ece249ad22fe1fe0d76c3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs b/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs new file mode 100644 index 0000000..05e368a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs @@ -0,0 +1,17 @@ +using UnityEditor; +using UnityEngine; + +public class DoctorWindow : EditorWindow { + const string windowLabel = "Doctor"; + + [MenuItem(Constants.menuLabel + "/" + windowLabel)] + private static void ShowMyEditor() { + EditorWindow wnd = GetWindow(); + wnd.titleContent = new GUIContent(windowLabel); + } + + private void OnGUI() { + EditorGUILayout.HelpBox("The Doctor will analyze your map and list any problems, offering suggestions to fix them.", MessageType.Info); + GUILayout.Button("Analyze (not implemented yet)"); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs.meta b/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs.meta new file mode 100644 index 0000000..1d8ca73 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/DoctorWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 526df961d06317e4d8b13a9efa563512 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/GrindEditor.cs b/Assets/Do Not Touch/Scripts/Editor/GrindEditor.cs index 5943054..0f60a30 100644 --- a/Assets/Do Not Touch/Scripts/Editor/GrindEditor.cs +++ b/Assets/Do Not Touch/Scripts/Editor/GrindEditor.cs @@ -20,9 +20,6 @@ public override void OnInspectorGUI() DrawDefaultInspector(); if (GUILayout.Button("Add Node")) { - // Record the object's state for undo - Undo.RegisterFullObjectHierarchyUndo(thisGrind, "Add Node"); - thisGrind.AddNode(); } if (GUILayout.Button("Remove Node")) @@ -31,31 +28,23 @@ public override void OnInspectorGUI() } } - private void OnSceneGUI() - { - foreach (GrindNode node in thisGrind.nodes) - { - var oldPos = node.transform.position; - var newPos = Handles.PositionHandle(oldPos, Quaternion.identity); - - if(newPos != oldPos) - { - // Record the object's state for undo - Undo.RecordObject(node.transform, "Move Grind Node"); - - node.transform.position = newPos; - } - } - } - // Start is called before the first frame update - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } + // private void OnSceneGUI() + // { + // // Avoid race condition when grind is deleted yet this still runs (?) + // if(thisGrind == null) return; + + // foreach (GrindNode node in thisGrind.nodes) + // { + // var oldPos = node.transform.position; + // var newPos = Handles.PositionHandle(oldPos, Quaternion.identity); + + // if(newPos != oldPos) + // { + // // Record the object's state for undo + // Undo.RecordObject(node.transform, "Move Grind Node"); + + // node.transform.position = newPos; + // } + // } + // } } diff --git a/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs b/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs new file mode 100644 index 0000000..cd586de --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs @@ -0,0 +1,33 @@ +using System.Linq; +using Reptile; +using UnityEditor; +using UnityEngine; + +[CustomEditor(typeof(GrindNode))] +[CanEditMultipleObjects] +class GrindNodeEditor : Editor +{ + private GrindNode[] grindNodes; + private void Awake() { + grindNodes = targets.Select(x => (GrindNode)x).ToArray(); + } + + public override void OnInspectorGUI() + { + DrawDefaultInspector(); + if(grindNodes.Count() > 1) { + for(int i = 1; i < grindNodes.Count(); i++) { + if(grindNodes[i - 1].Grind != grindNodes[i].Grind) { + EditorGUILayout.HelpBox("You have selected nodes from different Grinds. This is probably a mistake.", MessageType.Warning); + } + } + } + if(grindNodes.Count() == 2) { + var n0 = grindNodes[0]; + var n1 = grindNodes[1]; + if(n0.Grind == n1.Grind && !n0.IsConnectedTo(n1) && GUILayout.Button("Join nodes")) { + n0.Grind.AddLine(n0, n1, n0.grindLines.Find(x => x != null)); + } + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs.meta b/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs.meta new file mode 100644 index 0000000..f3bf756 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/GrindNodeEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b8727c51ee57fc47b218c8c79684751 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs b/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs new file mode 100644 index 0000000..43892e8 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs @@ -0,0 +1,116 @@ +using System.Collections.Generic; +using System.Linq; +using Reptile; +using UnityEditor; +using UnityEngine; + +public class GrindWindow : EditorWindow +{ + const string windowLabel = "Grind Inspector"; + + [MenuItem(Constants.menuLabel + "/" + windowLabel)] + private static void ShowMyEditor() { + // This method is called when the user selects the menu item in the Editor + EditorWindow wnd = GetWindow(); + wnd.titleContent = new GUIContent(windowLabel); + + // Limit size of the window + wnd.minSize = new Vector2(450, 200); + wnd.maxSize = new Vector2(1920, 720); + } + + private void OnInspectorUpdate() { + Repaint(); + } + + private Vector2 inspectorScroll = Vector2.zero; + + private void OnGUI() + { + // Restore defaults; we modify these elsewhere + EditorGUIUtility.labelWidth = 0; + EditorGUIUtility.fieldWidth = 0; + + EditorGUI.BeginChangeCheck(); + + var aos = Selection.gameObjects; + + T[] GetComponentInParentOfEach(GameObject[] objects) { + List results = new List(); + foreach(var o in objects) { + try { + var c = o.GetComponentInParent(includeInactive: true); + if(c != null && !results.Contains(c)) results.Add(c); + } catch(MissingReferenceException) { + // Swallow these, because sometimes inspectors delete objects + } + } + return results.ToArray(); + } + + void Header(string label, int height = 1) { + GUILayout.Space(10); + EditorGUILayout.LabelField(label, EditorStyles.boldLabel); + Rect rect = EditorGUILayout.GetControlRect(false, height); + rect = EditorGUI.IndentedRect(rect); + EditorGUI.DrawRect(rect, new Color(0.4f, 0.4f, 0.4f)); + GUILayout.Space(2); + } + + void ShowEditor(Object[] objects) { + var e = Editor.CreateEditor(objects); + e.OnInspectorGUI(); + // DestroyImmediate(e); + } + + inspectorScroll = EditorGUILayout.BeginScrollView(inspectorScroll); + + var grinds = GetComponentInParentOfEach(aos); + if(grinds.Count() == 0) { + EditorGUILayout.HelpBox("Select any grind to see inspectors. This panel will show only Grind, GrindPath, GrindNode, and GrindLine inspectors.", MessageType.Info); + } else { + Header("Grind"); + ShowEditor(grinds); + + var grindPaths = GetComponentInParentOfEach(aos); + if(grindPaths.Count() != 0) { + Header("Grind Path"); + ShowEditor(grindPaths); + } + var grindNodes = GetComponentInParentOfEach(aos); + if(grindNodes.Count() != 0) { + Header("Grind Node"); + if(Preferences.instance.grinds.showNodeTransformsInGrindInspector) { + var transforms = grindNodes.Select(x => x.transform).ToArray(); + ShowEditor(transforms); + } + ShowEditor(grindNodes); + } + var splineBasedGrindLineGenerators = GetComponentInParentOfEach(aos); + if(splineBasedGrindLineGenerators.Count() != 0) { + Header("Spline Based Grind Line Generator"); + ShowEditor(splineBasedGrindLineGenerators); + } + var bezierSplines = GetComponentInParentOfEach(aos); + if(bezierSplines.Count() != 0) { + Header("Bezier Spline"); + ShowEditor(bezierSplines); + } + var grindLines = GetComponentInParentOfEach(aos); + if(grindLines.Count() != 0) { + Header("Grind Line"); + ShowEditor(grindLines); + } + } + + EditorGUILayout.EndScrollView(); + + EditorGUI.EndChangeCheck(); + } + + void OnSceneGUI() { + // Delegate to inspectors' OnSceneGUI for the selection, not for parent gameobjects(?) + // The inspector does this, we must mimic the inspector. + // For example, splines rely on OnSceneGUI for their editing. + } +} diff --git a/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs.meta b/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs.meta new file mode 100644 index 0000000..e452421 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/GrindWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7db3de9953b9ac7469350661a7e7a98e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs b/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs new file mode 100644 index 0000000..7b91040 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs @@ -0,0 +1,12 @@ +using UnityEditor.ShortcutManagement; +using UnityEngine; + +/// +/// global hotkey bindings, logic should live elsewhere +/// +static class Hotkeys { + [Shortcut(Constants.hotkeyGroupName + "/Rebuild Map", KeyCode.F5)] + static void RebuildAll() { + new BRCMapBuilder(Object.FindFirstObjectByType()).RebuildAll(); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs.meta b/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs.meta new file mode 100644 index 0000000..ae05455 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/Hotkeys.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa552968b3dd5644da0139256364c5cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs b/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs new file mode 100644 index 0000000..b2ec8cb --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs @@ -0,0 +1,31 @@ +using UnityEditor; +using UnityEngine; + +[CustomEditor(typeof(Line))] +public class LineInspector : Editor { + + private void OnSceneGUI () { + Line line = target as Line; + Transform handleTransform = line.transform; + Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity; + Vector3 p0 = handleTransform.TransformPoint(line.p0); + Vector3 p1 = handleTransform.TransformPoint(line.p1); + + Handles.color = Color.white; + Handles.DrawLine(p0, p1); + EditorGUI.BeginChangeCheck(); + p0 = Handles.DoPositionHandle(p0, handleRotation); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(line, "Move Point"); + EditorUtility.SetDirty(line); + line.p0 = handleTransform.InverseTransformPoint(p0); + } + EditorGUI.BeginChangeCheck(); + p1 = Handles.DoPositionHandle(p1, handleRotation); + if (EditorGUI.EndChangeCheck()) { + Undo.RecordObject(line, "Move Point"); + EditorUtility.SetDirty(line); + line.p1 = handleTransform.InverseTransformPoint(p1); + } + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs.meta b/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs.meta new file mode 100644 index 0000000..791f7ff --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/LineInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 668731f6cd4a54b7cbeaea95414d6cec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs b/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs new file mode 100644 index 0000000..6842534 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs @@ -0,0 +1,33 @@ + +using UnityEditor; +using UnityEngine; + +public class PreferencesWindow : EditorWindow { + const string windowLabel = "Preferences"; + + [MenuItem(Constants.menuLabel + "/" + windowLabel)] + private static void ShowMyEditor() { + EditorWindow wnd = GetWindow(); + wnd.titleContent = new GUIContent(windowLabel); + } + + private void OnInspectorUpdate() { + Repaint(); + } + + private Vector2 scrollbarPosition = Vector2.zero; + + private void OnGUI() { + + EditorGUIUtility.labelWidth = EditorGUIUtility.currentViewWidth / 2; + // EditorGUIUtility.fieldWidth = EditorGUIUtility.currentViewWidth / 3; + + scrollbarPosition = EditorGUILayout.BeginScrollView(scrollbarPosition, false, false); + + Preferences.instance.GetInstanceID(); + var e = Editor.CreateEditor(Preferences.instance); + e.OnInspectorGUI(); + + EditorGUILayout.EndScrollView(); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs.meta b/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs.meta new file mode 100644 index 0000000..59451ae --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Editor/PreferencesWindow.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b6d6a957caeeb1f41961e6f8b2984a34 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/GeneralPreferences.cs b/Assets/Do Not Touch/Scripts/GeneralPreferences.cs new file mode 100644 index 0000000..ccf7f0c --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GeneralPreferences.cs @@ -0,0 +1,9 @@ +using System; +using UnityEngine; + +/// Settings to control the editor experience for mapping, does not affect how the +/// map plays. +[Serializable] +public class GeneralPreferences { + public string mapDirectory; +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/GeneralPreferences.cs.meta b/Assets/Do Not Touch/Scripts/GeneralPreferences.cs.meta new file mode 100644 index 0000000..a1558f9 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GeneralPreferences.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e29d113da350b94a909cecac2720228 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Grind.cs b/Assets/Do Not Touch/Scripts/Grind.cs index bf931ea..4b89fb6 100644 --- a/Assets/Do Not Touch/Scripts/Grind.cs +++ b/Assets/Do Not Touch/Scripts/Grind.cs @@ -1,19 +1,42 @@ -using System.Collections; using System.Collections.Generic; using Reptile; using UnityEngine; using UnityEditor; using System.Linq; +using System; public class Grind : MonoBehaviour { - public List nodes = new(); - public List lines = new(); + // These are saved in the prefab but hidden in the inspector, because UX. + // If these references break, you can remove the Hide annotations to reveal + // in inspector, reattach, then uncomment annotations. + [HideInInspector] + [SerializeField] + public GameObject NodePrefab; + [HideInInspector] + [SerializeField] + public GameObject LinePrefab; + [HideInInspector] + [SerializeField] + private Transform NodeParent; + [HideInInspector] + [SerializeField] + private Transform LineParent; + [HideInInspector] + [SerializeField] + private Transform SplineParent; + + [NonReorderable] + public List nodes = new(); + [NonReorderable] + public List lines = new(); + + #if UNITY_EDITOR public void ListNodes() { nodes.Clear(); - var sortedNodes = GetComponentsInChildren().OrderBy(go => int.Parse(go.name)); + var sortedNodes = GetComponentsInChildren();//.OrderBy(go => int.Parse(go.name)); nodes.AddRange(sortedNodes); } @@ -21,73 +44,128 @@ public void ListNodes() public void ListLines() { lines.Clear(); - var sortedLines = GetComponentsInChildren().OrderBy(go => int.Parse(go.name)); + var sortedLines = GetComponentsInChildren();//.OrderBy(go => int.Parse(go.name)); lines.AddRange(sortedLines); } - public void AddNode() + /// Return a nice, numeric name for a new node or line GameObject, based on + /// all the names that have already been taken. Names will count up from 1, + /// but this logic won't break if you decide to rename your GameObjects. + private string getNameForNewNodeOrLine(List components) where T : MonoBehaviour { + int name = components.Count(); + foreach(var c in components) { + if (int.TryParse(c.name, out int i)) + name = Math.Max(name, i); + } + name++; + return name.ToString(); + } + + public void AddNode(GrindNode branchFromNode = null) { - var lastNode = nodes.Last(); - var newNode = Instantiate(lastNode.gameObject, lastNode.transform.parent); -#if UNITY_EDITOR - Undo.RegisterCreatedObjectUndo(newNode, "New Node"); -#endif - newNode.transform.position = lastNode.transform.position + lastNode.transform.forward; - newNode.name = (int.Parse(lastNode.name) + 1).ToString(); - - AddLine(lastNode, newNode.GetComponent()); + Undo.IncrementCurrentGroup(); + Undo.RegisterCompleteObjectUndo(gameObject, ""); + + if(branchFromNode == null) branchFromNode = nodes.LastOrDefault(); + var cloneFromGameObject = branchFromNode != null ? branchFromNode.gameObject : NodePrefab; + var parent = branchFromNode != null ? branchFromNode.transform.parent : NodeParent; + + var newNode = Instantiate(cloneFromGameObject, parent).GetComponent(); + + // Undoing this will trigger newNode's `OnDestroy()`, which destroys + // attached lines. + // Null out all lines to ensure that `OnDestroy` will not destroy the wrong line. + for(int i = 0; i < newNode.grindLines.Count(); i++) { + newNode.grindLines[i] = null; + } + Undo.RegisterCreatedObjectUndo(newNode.gameObject, ""); + + if(branchFromNode != null) + newNode.transform.position = branchFromNode.transform.position + branchFromNode.transform.forward; + else + newNode.transform.position = transform.position; + + newNode.name = getNameForNewNodeOrLine(nodes); + + Undo.RegisterCompleteObjectUndo(branchFromNode.gameObject, ""); + Undo.RegisterCompleteObjectUndo(branchFromNode, ""); + AddLine(branchFromNode, newNode, branchFromNode.grindLines.Find(x => x != null)); + + GrindUtils.autoSelectIfEnabled(newNode.gameObject); + Undo.SetCurrentGroupName("Add grind node"); } public void RemoveNode() { - // Get the last node and line - var lastNode = nodes.Last(); - var lastLine = lines.Last(); + Undo.IncrementCurrentGroup(); + Undo.RegisterCompleteObjectUndo(gameObject, ""); + + // Get the last node, to be removed + var lastNode = nodes.LastOrDefault(); + if(lastNode == null) { + Debug.LogError("Grind has no nodes to remove."); + } nodes.Remove(lastNode); - lines.Remove(lastLine); - GameObject.DestroyImmediate(lastNode.gameObject); - GameObject.DestroyImmediate(lastLine.gameObject); - } - public void AddLine(GrindNode lastNode, GrindNode newNode) - { - var lastLine = lastNode.grindLines[0]; - if (lastNode.grindLines.Count == 2) - lastLine = lastNode.grindLines[1]; - - var newLine = Instantiate(lastLine.gameObject, lastLine.transform.parent); -#if UNITY_EDITOR - Undo.RegisterCreatedObjectUndo(newLine, "New Line"); -#endif - newLine.name = (int.Parse(lastLine.name) + 1).ToString(); - var newGrindLine = newLine.GetComponent(); - newNode.grindLines[0] = lastLine; - if (newNode.grindLines[0]) - { - newNode.grindLines[0] = newGrindLine; + GrindNode selectThisNodeAfterRemoval = null; + + // Detach all connected lines from their other node, tracking undo. + foreach(var l in lastNode.grindLines) { + lines.Remove(l); + var otherNode = l.n0 == lastNode ? l.n1 : l.n0; + if(otherNode != null) { + selectThisNodeAfterRemoval = otherNode; + Undo.RegisterCompleteObjectUndo(otherNode.gameObject, ""); + otherNode.RemoveLine(l); + } } - else - newNode.grindLines.Add(newGrindLine); - if (lastNode.grindLines.Count == 2) - { - lastNode.grindLines[1] = newGrindLine; + // Destroy lines + foreach(var l in lastNode.grindLines) { + Undo.DestroyObjectImmediate(l.gameObject); } - else - lastNode.grindLines.Add(newGrindLine); - newGrindLine.nodes[0] = lastNode; - newGrindLine.nodes[1] = newNode; + // Destroy node + Undo.DestroyObjectImmediate(lastNode.gameObject); + + if(selectThisNodeAfterRemoval != null) { + GrindUtils.autoSelectIfEnabled(selectThisNodeAfterRemoval.gameObject); + } + + Undo.SetCurrentGroupName("Remove grind node"); } - // Start is called before the first frame update - void Start() + + public void AddLine(GrindNode n0, GrindNode n1, GrindLine cloneFromLine) { + var cloneFromGameObject = cloneFromLine != null ? cloneFromLine.gameObject : LinePrefab; + var parent = cloneFromLine != null ? cloneFromLine.transform.parent : LineParent; + + var newLine = Instantiate(cloneFromGameObject, parent).GetComponent(); + + // TODO was sterilizing for Undo, but not necessary here. + for(int i = 0; i < newLine.nodes.Count(); i++) { + newLine.nodes[i] = null; + } + Undo.RegisterCreatedObjectUndo(newLine.gameObject, ""); + + newLine.name = getNameForNewNodeOrLine(lines); - } + n0.AddLine(newLine); + n1.AddLine(newLine); - // Update is called once per frame - void Update() - { + newLine.nodes[0] = n0; + newLine.nodes[1] = n1; + + newLine.RebuildWithRedDebugShape(); + } + void OnValidate() { + // Unpack prefab as soon as it's added to the scene. + // This allows deleting the prefab's default 2x nodes and grindline without + // breaking the prefab or prompting the user "children of a prefab instance cannot be deleted..." + if(PrefabUtility.IsAnyPrefabInstanceRoot(gameObject)) { + PrefabUtility.UnpackPrefabInstance(gameObject, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); + } } + #endif } diff --git a/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs b/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs new file mode 100644 index 0000000..a52065f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs @@ -0,0 +1,48 @@ +using System; +using UnityEngine; + +/// Settings to control the editor experience for grinds, does not affect how the +/// map plays. +[Serializable] +public class GrindEditingPreferences { + [Header("Length of character posture direction gizmo")] + public float nodePostureDirectionGizmoLength = 1; + + [Help("This line indicates the direction characters will be standing when grinding.\n" + + "Most grinds point up, ceiling grinds point down, and wall grinds point sideways.\n" + + "Characters always stand perpendicular to the grind line, but their rotation about the line is controlled by the GrindNodes' rotation.")] + [HideValueInInspector] + public bool _dummy; + + // Remove this. + // At first, I thought I wanted to enable hiding grindlines in the map that + // are not selected. However, this is complex, and the hierarchy has better + // features for showing / hiding objects. + // For now, this is hard-coded to true. + [HideInInspector] + public bool showGizmosForDeselectedPaths = true; + + // Remove this. + // This was from my prototype where I was drawing capsule gizmos to mimic + // Unity's capsule collider gizmo, but they were visible even when the object + // was deselected. + // This clashes with the red debug shapes. + [HideInInspector] + public bool showLineCapsuleGizmos = false; + + // Rethink this. + // This toggle disables automatically moving the grindline to follow grindnode. + // + // I initially though that advanced mapping scenarios would require + // manually manipulating the GrindLine and its capsule. For example, maybe + // a grind's collider needs to reach through a wall (or not) and you require fine-tune control. + [HideInInspector] + public bool adjustLinesWhenMovingNodes = true; + + public bool showNodeTransformsInGrindInspector = false; + + public bool autoSelectNewNodes = true; + [Help("When adding a new node or splitting a grind line, will auto-select the newly-created node.")] + [HideValueInInspector] + public bool _dummy2; +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs.meta b/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs.meta new file mode 100644 index 0000000..7f006ed --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GrindEditingPreferences.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce022fae15f59aa4f878934bb3e759e3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/GrindLine.cs b/Assets/Do Not Touch/Scripts/GrindLine.cs index 1d653ce..b7efbae 100644 --- a/Assets/Do Not Touch/Scripts/GrindLine.cs +++ b/Assets/Do Not Touch/Scripts/GrindLine.cs @@ -1,9 +1,13 @@ +using System.Linq; +using Unity.VisualScripting; +using UnityEditor; using UnityEngine; namespace Reptile { [RequireComponent(typeof(CapsuleCollider))] [ExecuteInEditMode] + [SelectionBase] public class GrindLine : MonoBehaviour { public enum LineState @@ -14,6 +18,8 @@ public enum LineState misaligned = 2 } + public GrindPath PathReference; + [SerializeField] public GrindNode[] nodes = new GrindNode[2]; @@ -26,8 +32,6 @@ public enum LineState public bool alwaysFlipBack; - public GrindPath PathReference; - public GrindNode n0 { get @@ -178,7 +182,8 @@ public void RebuildW() CapsuleCollider component = GetComponent(); component.isTrigger = true; component.direction = 2; - base.gameObject.layer = 11; + // Seems silly but avoids log spam about SendMessage within `OnValidate` + if(base.gameObject.layer != 11) base.gameObject.layer = 11; component.height = vector.magnitude + component.radius * 2f; } } @@ -344,5 +349,126 @@ internal GrindLine GetNextLine(Vector3 dir, GrindNode nextNode = null) } return result; } + + #if UNITY_EDITOR + + void OnEnable() { + transform.hideFlags |= HideFlags.NotEditable; + } + + public GameObject redDebugShape => transform.childCount > 0 ? transform.GetChild(0).gameObject : null; + + [ButtonInvoke(nameof(Button_Split), displayIn:ButtonInvoke.DisplayIn.PlayAndEditModes, customLabel: "Split Grind Line")] + public bool _dummy; + + void Button_Split() { + // Split this line into two lines. + // This line will remain attached to n0 + // The new line will be attached to n1 + // a new node will be created between them + + // To preserve inspector configuration on the nodes and lines, + // this line is cloned to make the new line, and n0 is cloned to make the new node. + + Undo.IncrementCurrentGroup(); + + var oldN1 = n1; + + // create new node at midpoint between n0 and n1 + var midpoint = n0.transform.position + (n1.transform.position - n0.transform.position) / 2; + var newNode = GameObject.Instantiate(n0.gameObject).GetComponent(); + Undo.RegisterCreatedObjectUndo(newNode.gameObject, "Create new GrindNode"); + Undo.RegisterFullObjectHierarchyUndo(newNode.gameObject, "Create new GrindNode"); + newNode.transform.parent = n0.transform.parent; + newNode.transform.position = midpoint; + + // create new grindline + var newLine = GameObject.Instantiate(gameObject).GetComponent(); + Undo.RegisterCreatedObjectUndo(newLine.gameObject, "Create new GrindLine"); + Undo.RegisterFullObjectHierarchyUndo(newLine.gameObject, "Create new GrindLine"); + newLine.transform.parent = transform.parent; + + // Fix all references along the grind, starting with n0, going to n1 + + // old n0 is still correct, attached to this line + + // Fix this line to attach to new node + Undo.RegisterCompleteObjectUndo(this, ""); + n1 = newNode; + + // Fix new node to attach to both lines + newNode.grindLines.Clear(); + newNode.grindLines.Add(this); + newNode.grindLines.Add(newLine); + + // Fix new line to attach to new node + newLine.n0 = newNode; + newLine.n1 = oldN1; // unnecessary but readable + + // Fix old n1 to attach to new line + Undo.RegisterCompleteObjectUndo(oldN1, ""); + oldN1.grindLines.Remove(this); + oldN1.grindLines.Add(newLine); + + // Re-order hierarchy so that new node and line appear directly after this line + if(newLine.transform.parent == newNode.transform.parent) { + newNode.transform.SetSiblingIndex(transform.GetSiblingIndex() + 1); + newLine.transform.SetSiblingIndex(transform.GetSiblingIndex() + 2); + } + + // rebuild both grindlines + Rebuild(); + newLine.Rebuild(); + + GrindUtils.autoSelectIfEnabled(newNode.gameObject); + + Undo.SetCurrentGroupName("Split GrindLine"); + } + + public void RebuildWithRedDebugShape() { + // TODO conditional is hack to avoid errors while spline grinds are being hooked up. they don't have red debug shapes + var r = redDebugShape; + if(r) { + r.transform.localScale = new Vector3(0.3f, 0.3f, GetComponent().height); + // When you accidentally drag-select the red debug shape alongside nodes, you will accidentally move + // the debug shape. Causes wonky drag behavior. Prevent this by resetting localPosition + // TODO EXCEPT THIS DOESN'T FIX THE PROBLEM + r.transform.localPosition = Vector3.zero; + r.transform.localRotation = Quaternion.identity; + } + + Rebuild(); + } + + private void OnDestroy() { + if(n0 != null) n0.RemoveLine(this); + if(n1 != null) n1.RemoveLine(this); + } + + private void OnValidate() { + PathReference = PathReference != null ? PathReference : GetComponentInParent(); + } + + // TODO delete this, testing code + // [InitializeOnLoadMethod] + // static void registerSelectionChange() { + // // Selection.selectionChanged += selectionChanged; + // } + // static void selectionChanged() { + // CoroutineUtils.RunNextTick(selectionChangedNextTick); + // } + // static void selectionChangedNextTick() { + // foreach(var o in Selection.gameObjects) { + // if(o.name == "Cube") { + // Debug.Log("removing " + o); + // foreach(var o2 in Selection.objects) { + // Debug.Log("o2 " + o2); + // } + // Selection.objects = Selection.objects.Where(x => x != o).ToArray(); + // break; + // } + // } + // } + #endif } } diff --git a/Assets/Do Not Touch/Scripts/GrindNode.cs b/Assets/Do Not Touch/Scripts/GrindNode.cs index 7d6b48d..527a73c 100644 --- a/Assets/Do Not Touch/Scripts/GrindNode.cs +++ b/Assets/Do Not Touch/Scripts/GrindNode.cs @@ -1,18 +1,23 @@ using System.Collections.Generic; using UnityEngine; using UnityEditor; +using System.Linq; namespace Reptile { [ExecuteInEditMode] + [SelectionBase] public class GrindNode : MonoBehaviour { - public List grindLines = new List(); - - public bool retour; + public const string GizmoIcon = "Assets/Do Not Touch/Icons/Grind.png"; + public const string GizmoSelectedIcon = "Assets/Do Not Touch/Icons/GrindSelected.png"; public GrindPath PathReference; + public List grindLines = new(); + + public bool retour; + public Vector3 position { get @@ -25,20 +30,6 @@ public Vector3 position } } - private void Update() - { - foreach(GrindLine line in grindLines) - { - if (line == null) - grindLines.Remove(line); - else - { - line.Rebuild(); - line.transform.GetChild(0).localScale = new Vector3(0.3f, 0.3f, line.GetComponent().height); - } - } - } - public Vector3 normal => base.transform.up; public bool IsEndpoint => grindLines.Count <= 1; @@ -60,7 +51,7 @@ public GrindPath Path } } - public static Vector3 operator +(GrindNode n0, GrindNode n1) + public static Vector3 operator +(GrindNode n0, GrindNode n1) { return n0.transform.position + n1.transform.position; } @@ -103,10 +94,6 @@ public bool IsValid() return result; } - private void OnDestroy() - { - } - public bool IsConnectedTo(GrindNode grindNode) { foreach (GrindLine grindLine in grindLines) @@ -118,5 +105,110 @@ public bool IsConnectedTo(GrindNode grindNode) } return false; } + + private void Update() { + #if UNITY_EDITOR + if(Application.isEditor) { + EditorUpdate(); + return; + } + #endif + } + + #if UNITY_EDITOR + + private Grind _grind; + public Grind Grind => _grind = _grind != null ? _grind : GetComponentInParent(); + + private bool _isControlledBySpline = false; + /// + /// When this node is puppeteered by a spline, you cannot directly edit its position. + /// TODO this is a lie; you should be able to edit rotation. + /// + public bool IsControlledBySpline { + get => _isControlledBySpline; + set { + _isControlledBySpline = value; + if(_isControlledBySpline) transform.hideFlags |= HideFlags.NotEditable; + else transform.hideFlags &= ~HideFlags.NotEditable; + } + } + + private void EditorUpdate() { + // Make out OnValidate also trigger for transform changes + if(transform.hasChanged) { + OnValidate(); + transform.hasChanged = false; + } + } + + private void OnValidate() { + // Auto-set PathReference + if (PathReference == null) { + PathReference = gameObject.GetComponentInParent(); + } + + // Keep GrindLines synced to GrindNodes + foreach(GrindLine line in new List(grindLines)) + { + if (line == null) + grindLines.Remove(line); + else + { + line.RebuildWithRedDebugShape(); + } + } + } + + private void OnDrawGizmos() { + if (IsControlledBySpline) return; + + var prefs = Preferences.instance.grinds; + // Show grind icon, different color when selected so you can easily ctrl-select two nodes at once for actions like linking nodes + Gizmos.DrawIcon(transform.position, GizmoIcon, true, Selection.Contains(gameObject) ? Color.white : Color.black); + Gizmos.DrawLine(transform.position, transform.position + transform.up * prefs.nodePostureDirectionGizmoLength); + } + + [ButtonInvoke(nameof(Button_OrientUp), displayIn: ButtonInvoke.DisplayIn.PlayAndEditModes, customLabel: "Orient upright")] + public bool dummy; + + [ButtonInvoke(nameof(Button_OrientDown), displayIn: ButtonInvoke.DisplayIn.PlayAndEditModes, customLabel: "Orient upside-down")] + public bool dummy2; + [ButtonInvoke(nameof(Button_AddNode), displayIn: ButtonInvoke.DisplayIn.PlayAndEditModes, customLabel: "Add node")] + public bool dummy3; + + private void Button_OrientUp() { + transform.localRotation = Quaternion.identity; + } + private void Button_OrientDown() { + transform.localRotation = Quaternion.FromToRotation(Vector3.forward, Vector3.back); + } + private void Button_AddNode() { + Grind.AddNode(this); + } + + private void OnDestroy() { + // Auto-destroy attached GrindLines when node is deleted + // This is meant for user interaction, to execute when the user deletes the object + // But it's flaky when triggered in other scenarios. + + // TODO find a better way to respond when user presses "delete" + + foreach(var grindLine in new List(grindLines)) { + if(grindLine != null) + DestroyImmediate(grindLine.gameObject); + } + } + + public void AddLine(GrindLine line) { + if(!grindLines.Contains(line)) grindLines.Add(line); + } + public void RemoveLine(GrindLine line) { + grindLines.Remove(line); + } + public void ClearLines() { + grindLines.Clear(); + } + #endif } } diff --git a/Assets/Do Not Touch/Scripts/GrindUtils.cs b/Assets/Do Not Touch/Scripts/GrindUtils.cs new file mode 100644 index 0000000..e656d1e --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GrindUtils.cs @@ -0,0 +1,15 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; + +public class GrindUtils { + public static void autoSelectIfEnabled(GameObject o) { + autoSelectIfEnabled(new GameObject[] {o}); + } + public static void autoSelectIfEnabled(GameObject[] objects) { + if (Preferences.instance.grinds.autoSelectNewNodes) { + Selection.objects = objects; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/GrindUtils.cs.meta b/Assets/Do Not Touch/Scripts/GrindUtils.cs.meta new file mode 100644 index 0000000..14379f2 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/GrindUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 26e9434358e6c704282c51181b5df103 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Line.cs b/Assets/Do Not Touch/Scripts/Line.cs new file mode 100644 index 0000000..5834dee --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Line.cs @@ -0,0 +1,6 @@ +using UnityEngine; + +public class Line : MonoBehaviour { + + public Vector3 p0, p1; +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Line.cs.meta b/Assets/Do Not Touch/Scripts/Line.cs.meta new file mode 100644 index 0000000..db5067d --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Line.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3886e96ecea4f4f0eb98bb0c41a31fbe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/MapConfig.meta b/Assets/Do Not Touch/Scripts/MapConfig.meta new file mode 100644 index 0000000..ab6b82f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MapConfig.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cc6d22c365ac31f48a038f1ed97ae399 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef b/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef new file mode 100644 index 0000000..0a0ce11 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef @@ -0,0 +1,14 @@ +{ + "name": "BRC_MapLoader", + "rootNamespace": "", + "references": [], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef.meta b/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef.meta new file mode 100644 index 0000000..ba9b176 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MapConfig/BRC_MapLoader.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 376a2503d44d26d438e6f536c747367a +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs b/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs new file mode 100644 index 0000000..92cd758 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class ClassInMapConfigAssembly : MonoBehaviour +{ + #if UNITY_EDITOR + [InitializeOnLoadMethod] + static void OnLoad() { + // Debug.Log(nameof(ClassInMapConfigAssembly) + " exists in assembly: " + typeof(ClassInMapConfigAssembly).Assembly); + } + #endif +} diff --git a/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs.meta b/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs.meta new file mode 100644 index 0000000..7acbdae --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MapConfig/MapConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85e0e35593fc70b4b801fd3f683d1c88 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled b/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled new file mode 100644 index 0000000..411876f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled @@ -0,0 +1,252 @@ +using UnityEngine; +using System; +using UnityEditor; +using System.Security.Cryptography; + +public class MyBezierSpline : MonoBehaviour { + + [SerializeField] + private Vector3[] points; + + [SerializeField] + private BezierControlPointMode[] modes; + + [SerializeField] + private bool loop; + + public bool Loop { + get { + return loop; + } + set { + loop = value; + if (value == true) { + modes[modes.Length - 1] = modes[0]; + SetControlPoint(0, points[0]); + } + } + } + + public int ControlPointCount { + get { + return points.Length; + } + } + + public int GetControlPointCount() { + return points.Length; + } + + public int GetCurveCount() { + return modes.Length - 1; + } + + public Vector3 GetControlPoint (int index) { + return points[index]; + } + + public void SetControlPoint (int index, Vector3 point) { + if (index % 3 == 0) { + Vector3 delta = point - points[index]; + if (loop) { + if (index == 0) { + points[1] += delta; + points[points.Length - 2] += delta; + points[points.Length - 1] = point; + } + else if (index == points.Length - 1) { + points[0] = point; + points[1] += delta; + points[index - 1] += delta; + } + else { + points[index - 1] += delta; + points[index + 1] += delta; + } + } + else { + if (index > 0) { + points[index - 1] += delta; + } + if (index + 1 < points.Length) { + points[index + 1] += delta; + } + } + } + points[index] = point; + EnforceMode(index); + } + + public BezierControlPointMode GetControlPointMode (int index) { + return modes[(index + 1) / 3]; + } + + public void SetControlPointMode (int index, BezierControlPointMode mode) { + int modeIndex = (index + 1) / 3; + modes[modeIndex] = mode; + if (loop) { + if (modeIndex == 0) { + modes[modes.Length - 1] = mode; + } + else if (modeIndex == modes.Length - 1) { + modes[0] = mode; + } + } + EnforceMode(index); + } + + private void EnforceMode (int index) { + int modeIndex = (index + 1) / 3; + BezierControlPointMode mode = modes[modeIndex]; + if (mode == BezierControlPointMode.Free || !loop && (modeIndex == 0 || modeIndex == modes.Length - 1)) { + return; + } + + int middleIndex = modeIndex * 3; + int fixedIndex, enforcedIndex; + if (index <= middleIndex) { + fixedIndex = middleIndex - 1; + if (fixedIndex < 0) { + fixedIndex = points.Length - 2; + } + enforcedIndex = middleIndex + 1; + if (enforcedIndex >= points.Length) { + enforcedIndex = 1; + } + } + else { + fixedIndex = middleIndex + 1; + if (fixedIndex >= points.Length) { + fixedIndex = 1; + } + enforcedIndex = middleIndex - 1; + if (enforcedIndex < 0) { + enforcedIndex = points.Length - 2; + } + } + + Vector3 middle = points[middleIndex]; + Vector3 enforcedTangent = middle - points[fixedIndex]; + if (mode == BezierControlPointMode.Aligned) { + enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, points[enforcedIndex]); + } + points[enforcedIndex] = middle + enforcedTangent; + } + + public int CurveCount { + get { + return (points.Length - 1) / 3; + } + } + + public Vector3 GetPoint (float t) { + int i; + if (t >= 1f) { + t = 1f; + i = points.Length - 4; + } + else { + t = Mathf.Clamp01(t) * CurveCount; + i = (int)t; + t -= i; + i *= 3; + } + return transform.TransformPoint(Bezier.GetPoint(points[i], points[i + 1], points[i + 2], points[i + 3], t)); + } + + public Vector3 GetVelocity (float t) { + int i; + if (t >= 1f) { + t = 1f; + i = points.Length - 4; + } + else { + t = Mathf.Clamp01(t) * CurveCount; + i = (int)t; + t -= i; + i *= 3; + } + return transform.TransformPoint(Bezier.GetFirstDerivative(points[i], points[i + 1], points[i + 2], points[i + 3], t)) - transform.position; + } + + public Vector3 GetDirection (float t) { + return GetVelocity(t).normalized; + } + + public void AddCurve () { + Vector3 point = points[points.Length - 1]; + Array.Resize(ref points, points.Length + 3); + point.x += 1f; + points[points.Length - 3] = point; + point.x += 1f; + points[points.Length - 2] = point; + point.x += 1f; + points[points.Length - 1] = point; + + Array.Resize(ref modes, modes.Length + 1); + modes[modes.Length - 1] = modes[modes.Length - 2]; + EnforceMode(points.Length - 4); + + if (loop) { + points[points.Length - 1] = points[0]; + modes[modes.Length - 1] = modes[0]; + EnforceMode(0); + } + } + + public void RemoveCurve() { + Array.Resize(ref points, points.Length - 3); + Array.Resize(ref modes, modes.Length - 1); + // I have not learned what this does or if it's necessary + EnforceMode(points.Length - 1); + if (loop) { + points[points.Length - 1] = points[0]; + modes[modes.Length - 1] = modes[0]; + EnforceMode(0); + } + } + + public void Reset () { + points = new Vector3[] { + new Vector3(1f, 0f, 0f), + new Vector3(2f, 0f, 0f), + new Vector3(3f, 0f, 0f), + new Vector3(4f, 0f, 0f) + }; + modes = new BezierControlPointMode[] { + BezierControlPointMode.Free, + BezierControlPointMode.Free + }; + } + + private void OnDrawGizmos() { + if (Selection.Contains(gameObject)) return; + if (SceneView.currentDrawingSceneView?.drawGizmos != true) return; + Vector3 GetPoint(int index) { + Vector3 point = transform.TransformPoint(GetControlPoint(index)); + return point; + } + Vector3 ShowPoint(Vector3 point, float scale = 1f) { + var size = HandleUtility.GetHandleSize(point) * 0.2f * scale; + Gizmos.DrawCube(point, new Vector3(size, size, size)); + return point; + } + Vector3 p0 = GetPoint(0); + ShowPoint(p0); + for (int i = 1; i < ControlPointCount; i += 3) { + Vector3 p1 = GetPoint(i); + Vector3 p2 = GetPoint(i + 1); + Vector3 p3 = GetPoint(i + 2); + ShowPoint(p3); + + Vector3 midpoint = Bezier.GetPoint(p0, p1, p2, p3, 0.5f); + ShowPoint(midpoint, 0.8f); + + Handles.color = Color.gray; + + Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f); + p0 = p3; + } + + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled.meta b/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled.meta new file mode 100644 index 0000000..32e708f --- /dev/null +++ b/Assets/Do Not Touch/Scripts/MyBezierSpline.cs.disabled.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 04974c4cd1f7b7d40bd8fe28abe6cfaa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Preferences.cs b/Assets/Do Not Touch/Scripts/Preferences.cs new file mode 100644 index 0000000..752a55b --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Preferences.cs @@ -0,0 +1,26 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; + +/// Settings to control the editor experience for mapping, does not affect how the +/// map plays. +[FilePath("Assets/BRCMapToolkitPreferences.asset", FilePathAttribute.Location.ProjectFolder)] +[CreateAssetMenu] +public class Preferences : ScriptableSingleton { + public GeneralPreferences general = new(); + public GrindEditingPreferences grinds = new(); + + private void OnEnable() { + // Enable inspector, because ScriptableSingleton defaults this off + hideFlags &= ~HideFlags.NotEditable; + } + + private void OnValidate() { + // Auto-save, because ScriptableSingleton requires explicit save for + // some reason. + if(EditorUtility.IsDirty(this)) { + Save(true); + } + } +} +#endif diff --git a/Assets/Do Not Touch/Scripts/Preferences.cs.meta b/Assets/Do Not Touch/Scripts/Preferences.cs.meta new file mode 100644 index 0000000..80b891a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Preferences.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1682ac00bb714904e86b248ad01ffbd9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs b/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs new file mode 100644 index 0000000..92d317b --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs @@ -0,0 +1,207 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Object = UnityEngine.Object; +#if UNITY_EDITOR +using Unity.EditorCoroutines.Editor; +#endif + +namespace Reptile +{ + [StripFromAssetBundleScene] + [RequireComponent(typeof(BezierSpline))] + public class SplineBasedGrindLineGenerator : MonoBehaviour + { + + // Very important to strip this component from maps, or else serialize this field as false! + // Otherwise it'll try to regenerate these grinds at runtime + [SerializeField] + [HideInInspector] + private bool generateAtRuntime = false; + + private BezierSpline _spline; + private BezierSpline spline { + get => _spline = _spline != null ? _spline : GetComponent(); + } + private Grind _grind; + private Grind Grind { + get => _grind = _grind != null ? _grind : GetComponentInParent(); + } + + [Range(0.1f, 100)] + public float interval = 0.6f; + + public float skipNodesWhenAngleLessThan = 5f; + + private List nodeSequence = new List(); + + private List nodeSequenceTotal = new List(); + + private List lineSequenceTotal = new List(); + + private float precision = 0.01f; + + private float distTravelledSinceLastSpawn; + + private float timeTravelled; + + private Vector3 prevPos = Vector3.zero; + + private int nodeIndex = -1; + + private void Awake() + { + if (generateAtRuntime) + { + Clear(); + SetPrecision(); + Spawn(newParent: false); + } + } + + public void Bake() + { + Clear(); + SetPrecision(); + Spawn(newParent: true); + generateAtRuntime = false; + } + + private void Clear() + { + Transform[] allChildren = base.transform.GetAllChildren(); + for (int num = allChildren.Length - 1; num > -1; num--) + { + if (allChildren[num].GetComponent() != null || allChildren[num].GetComponent() != null) + { + if (Application.isPlaying) + { + Object.Destroy(allChildren[num].gameObject); + } + else + { + Object.DestroyImmediate(allChildren[num].gameObject); + } + } + } + nodeSequence.Clear(); + nodeSequenceTotal.Clear(); + lineSequenceTotal.Clear(); + nodeIndex = -1; + } + + private void SetPrecision() + { + precision = 0.1f; + float num = float.MaxValue; + Vector3 zero = Vector3.zero; + while (num > interval) + { + zero = spline.GetPoint(0f); + num = Vector3.Distance(spline.GetPoint(precision), zero); + precision /= 2f; + } + } + + public void Spawn(bool newParent) + { + Transform parent = base.transform; + if (newParent) + { + GameObject obj = new GameObject(); + obj.name = "Grind Path"; + obj.transform.position = base.transform.position; + parent = obj.transform; + GrindPath component = base.transform.GetComponent() ?? base.transform.GetComponentInParent(); + GrindPath grindPath = obj.AddComponent(); + grindPath.hardCornerBoostsAllowed = component.hardCornerBoostsAllowed; + grindPath.softCornerBoostsAllowed = component.softCornerBoostsAllowed; + grindPath.upwardsGrindJumpAllowed = component.upwardsGrindJumpAllowed; + } + while (timeTravelled < 1f) + { + Vector3 point = spline.GetPoint(timeTravelled); + Vector3 direction = spline.GetDirection(timeTravelled); + distTravelledSinceLastSpawn += Vector3.Distance(prevPos, point); + bool flag = distTravelledSinceLastSpawn > interval; + if (nodeIndex > 2 && flag) + { + flag = Vector3.Angle(nodeSequenceTotal[nodeIndex - 1].transform.forward, direction) > skipNodesWhenAngleLessThan; + } + if (flag) + { + GameObject obj2 = Instantiate(Grind.NodePrefab, parent); + obj2.name = "GrindNode" + nodeIndex; + var node = obj2.GetComponent(); + #if UNITY_EDITOR + node.IsControlledBySpline = true; + #endif + Transform transform = obj2.transform; + Vector3 vector = point; + transform.transform.position = vector; + transform.transform.LookAt(vector + direction, spline.GetUp(timeTravelled)); + nodeSequence.Add(transform.gameObject); + nodeSequenceTotal.Add(transform.gameObject); + nodeIndex++; + if (nodeSequence.Count == 2) + { + GameObject obj3 = Instantiate(Grind.LinePrefab, parent); + obj3.name = "GrindLine" + nodeIndex; + GrindLine grindLine = obj3.GetComponent(); + Transform transform2 = obj3.transform; + // transform2.position = nodeSequence[0].transform.position * 0.5f + nodeSequence[1].transform.position * 0.5f; + // transform2.up = nodeSequence[1].transform.position - transform2.position; + // CapsuleCollider component2 = obj3.GetComponent(); + // component2.radius = 0.5f; + // component2.height = Vector3.Distance(nodeSequence[0].transform.position, nodeSequence[1].transform.position); + // component2.direction = 1; + // component2.isTrigger = true; + // transform2.parent = parent; + // grindLine.attachedToEnemyGrindLine = null; + // grindLine.cornerBoost = true; + // grindLine.isPole = false; + // grindLine.upwardsGrindJump = false; + grindLine.n0 = nodeSequence[0].GetComponent(); + grindLine.n0.grindLines.Add(grindLine); + grindLine.n1 = nodeSequence[1].GetComponent(); + grindLine.n1.grindLines.Add(grindLine); + nodeSequence.RemoveAt(0); + lineSequenceTotal.Add(transform2.gameObject); + } + distTravelledSinceLastSpawn = 0f; + } + prevPos = point; + timeTravelled += precision; + } + timeTravelled = 0f; + } + + #if UNITY_EDITOR + + /// Similar to Bake() + public void AutoRebuildInEditor() + { + // Very important that this does not get too slow due to accidentally bad inputs from the user! + // We risk locking up the editor! + Clear(); + SetPrecision(); + Spawn(newParent: false); + } + + + private void OnValidate() { + // Ensure subscription + spline.OnChange -= OnSplineChange; + spline.OnChange += OnSplineChange; + // Rebuild based on changes + // DestroyImmediate not allowed within OnValidate, so we trigger async + CoroutineUtils.RunNextTick(OnSplineChange, this); + } + + private void OnSplineChange() { + AutoRebuildInEditor(); + } + #endif + } +} diff --git a/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs.meta b/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs.meta new file mode 100644 index 0000000..7801cbb --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineBasedGrindLineGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ab2f58244c39884a916a4c603e429ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/SplineDecorator.cs b/Assets/Do Not Touch/Scripts/SplineDecorator.cs new file mode 100644 index 0000000..cafc3b7 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineDecorator.cs @@ -0,0 +1,38 @@ +#if UNITY_EDITOR +using UnityEngine; + +public class SplineDecorator : MonoBehaviour { + + public BezierSpline spline; + + public int frequency; + + public bool lookForward; + + public Transform[] items; + + private void Awake () { + if (frequency <= 0 || items == null || items.Length == 0) { + return; + } + float stepSize = frequency * items.Length; + if (spline.Loop || stepSize == 1) { + stepSize = 1f / stepSize; + } + else { + stepSize = 1f / (stepSize - 1); + } + for (int p = 0, f = 0; f < frequency; f++) { + for (int i = 0; i < items.Length; i++, p++) { + Transform item = Instantiate(items[i]) as Transform; + Vector3 position = spline.GetPoint(p * stepSize); + item.transform.localPosition = position; + if (lookForward) { + item.transform.LookAt(position + spline.GetDirection(p * stepSize)); + } + item.transform.parent = transform; + } + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/SplineDecorator.cs.meta b/Assets/Do Not Touch/Scripts/SplineDecorator.cs.meta new file mode 100644 index 0000000..2d5069a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineDecorator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ee2cdd158732c4661ba3c2b49fe9ebc5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/SplineWalker.cs b/Assets/Do Not Touch/Scripts/SplineWalker.cs new file mode 100644 index 0000000..6fea6d1 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineWalker.cs @@ -0,0 +1,48 @@ +#if UNITY_EDITOR +using UnityEngine; + +public class SplineWalker : MonoBehaviour { + + public BezierSpline spline; + + public float duration; + + public bool lookForward; + + public SplineWalkerMode mode; + + private float progress; + private bool goingForward = true; + + private void Update () { + if (goingForward) { + progress += Time.deltaTime / duration; + if (progress > 1f) { + if (mode == SplineWalkerMode.Once) { + progress = 1f; + } + else if (mode == SplineWalkerMode.Loop) { + progress -= 1f; + } + else { + progress = 2f - progress; + goingForward = false; + } + } + } + else { + progress -= Time.deltaTime / duration; + if (progress < 0f) { + progress = -progress; + goingForward = true; + } + } + + Vector3 position = spline.GetPoint(progress); + transform.localPosition = position; + if (lookForward) { + transform.LookAt(position + spline.GetDirection(progress)); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/SplineWalker.cs.meta b/Assets/Do Not Touch/Scripts/SplineWalker.cs.meta new file mode 100644 index 0000000..009a01c --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineWalker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 541a76f9c03874323b5154b14ac00427 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs b/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs new file mode 100644 index 0000000..279d6d9 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs @@ -0,0 +1,5 @@ +public enum SplineWalkerMode { + Once, + Loop, + PingPong +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs.meta b/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs.meta new file mode 100644 index 0000000..f179966 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/SplineWalkerMode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21cf28b80970c4cccbd48b36f535a1bf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs b/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs new file mode 100644 index 0000000..3ce16cf --- /dev/null +++ b/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs @@ -0,0 +1,69 @@ + +using System; +using System.Collections.Generic; +using System.Diagnostics; +using System.Linq; +using System.Reflection; +using UnityEngine; +using UnityEngine.SceneManagement; +using Debug = UnityEngine.Debug; +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; +#endif + +/// +/// Put this attribute on any MonoBehaviour you want to be stripped from AssetBundles +/// This prevents BepInEx from logging errors about missing components +/// +public class StripFromAssetBundleSceneAttribute : Attribute {} + +#if UNITY_EDITOR + +public class StripComponentsFromAssetBundleScene : IProcessSceneWithReport { + + private static Type[] types; + + [InitializeOnLoadMethod] + private static void OnLoad() { + Stopwatch sw = new Stopwatch(); + sw.Start(); + + + // Discover every class annotated to be stripped when scene is bundled + // IEnumerable acc = null; + // Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); + // foreach (var assembly in assemblies) + // { + // var types = assembly.GetTypes().Where( + // t => t.IsDefined(typeof(StripFromAssetBundleSceneAttribute)) + // ); + // acc = acc == null ? types : acc.Concat(types); + // } + + // types = acc.ToArray(); + + types = TypeCache.GetTypesWithAttribute().ToArray(); + + sw.Stop(); + + // If this gets slow, it will affect every domain reload. + // Debug.Log(sw.Elapsed); + } + + public int callbackOrder { get { return 0; } } + public void OnProcessScene(Scene scene, BuildReport report) + { + // Mutate the scene, I assume(?) these changes will be saved into the asset bundle + foreach(var root in scene.GetRootGameObjects()) { + foreach(var type in types) { + foreach(var component in root.GetComponentsInChildren(type)) { + UnityEngine.Object.DestroyImmediate(component); + } + } + } + } +} + +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs.meta b/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs.meta new file mode 100644 index 0000000..b246b9b --- /dev/null +++ b/Assets/Do Not Touch/Scripts/StripEditorOnlyComponentsFromBundledScenes.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 63d81df1388729441bb181be5e5d5339 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/TransformExtentions.cs b/Assets/Do Not Touch/Scripts/TransformExtentions.cs new file mode 100644 index 0000000..89872d4 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/TransformExtentions.cs @@ -0,0 +1,81 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace Reptile +{ + public static class TransformExtentions + { + public static Vector3 down(this Transform transform) + { + return transform.up * -1f; + } + + public static Vector3 left(this Transform transform) + { + return transform.right * -1f; + } + + public static Vector3 back(this Transform transform) + { + return transform.forward * -1f; + } + + public static void SetToIdentity(this Transform trans) + { + trans.localPosition = Vector3.zero; + trans.localRotation = Quaternion.identity; + trans.localScale = Vector3.one; + } + + public static Transform[] GetAllChildren(this Transform transform) + { + Transform[] array = new Transform[transform.childCount]; + for (int i = 0; i < transform.childCount; i++) + { + array[i] = transform.GetChild(i); + } + return array; + } + + public static Transform FindRecursive(this Transform transform, string name) + { + if (transform.name == name) + { + return transform; + } + Transform transform2 = null; + foreach (Transform item in transform) + { + transform2 = item.FindRecursive(name); + if ((bool)transform2) + { + break; + } + } + return transform2; + } + + public static Transform[] FindChilden(this Transform transform, string name) + { + List list = new List(); + foreach (Transform item in transform) + { + if (item.name == name) + { + list.Add(item); + } + } + return list.ToArray(); + } + + public static RectTransform RectTransform(this Transform t) + { + return t as RectTransform; + } + + public static Transform LastChild(this Transform transform) + { + return transform.GetChild(transform.childCount - 1); + } + } +} diff --git a/Assets/Do Not Touch/Scripts/TransformExtentions.cs.meta b/Assets/Do Not Touch/Scripts/TransformExtentions.cs.meta new file mode 100644 index 0000000..64627ed --- /dev/null +++ b/Assets/Do Not Touch/Scripts/TransformExtentions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a336deb1eec540f4b99256b685c84a25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Utilities.meta b/Assets/Do Not Touch/Scripts/Utilities.meta new file mode 100644 index 0000000..997faf5 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6d9ff596946f09248b87b30cb386c11c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs b/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs new file mode 100644 index 0000000..5035c88 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs @@ -0,0 +1,19 @@ +#if UNITY_EDITOR +using System; +using System.Collections; +using Unity.EditorCoroutines.Editor; + +static class CoroutineUtils { + public delegate void RunNextTickDelegate(); + public static void RunNextTick(RunNextTickDelegate fn, Object owner = null) { + if(owner == null) + EditorCoroutineUtility.StartCoroutineOwnerless(RunNextTickWorker(fn)); + else + EditorCoroutineUtility.StartCoroutine(RunNextTickWorker(fn), owner); + } + private static IEnumerator RunNextTickWorker(RunNextTickDelegate fn) { + yield return null; + fn(); + } +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs.meta b/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs.meta new file mode 100644 index 0000000..e0bc8ef --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/CoroutineUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83814ad29a1ac7249a6384f8615e5865 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs b/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs new file mode 100644 index 0000000..ea2328d --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs @@ -0,0 +1,5 @@ +using UnityEditor; +using UnityEngine; +class GUIUtils { + +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs.meta b/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs.meta new file mode 100644 index 0000000..246ada5 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/GUIUtils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83e8c157e3d76b345bf9a440c5746d6c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs b/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs new file mode 100644 index 0000000..5ad5c5e --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs @@ -0,0 +1,26 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +/// Like [HideInInspector], but it only hides the property, still shows any +/// [Header] or other Drawers attached to it. + +[AttributeUsage(AttributeTargets.Field, Inherited = true)] +public class HideValueInInspectorAttribute : PropertyAttribute +{ + public HideValueInInspectorAttribute() {} +} + +#if UNITY_EDITOR +[CustomPropertyDrawer(typeof(HideValueInInspectorAttribute))] +public class HideValueInInspectorDrawer : PropertyDrawer +{ + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return 0; + } + public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) {} +} +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs.meta b/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs.meta new file mode 100644 index 0000000..2448de4 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Utilities/HideValueInInspectorAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31e804e40db318d48a46efa54a293641 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor.meta b/Assets/Do Not Touch/Scripts/Vendor.meta new file mode 100644 index 0000000..dec2691 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cf5f3f0d1ef9f8b4e9555ff1346940d5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke.meta b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke.meta new file mode 100644 index 0000000..4113fad --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 98bf7bf40a53cc84ab8cb6f20c728bf1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs new file mode 100644 index 0000000..2562789 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs @@ -0,0 +1,38 @@ +// https://gist.github.com/anastasiadevana/2783a15edf1a969c62186e4c2ec0fa8b + +using UnityEngine; + +// Place this somewhere in your project (do NOT place in an "Editor" folder) + +public class ButtonInvoke : PropertyAttribute +{ + /// + /// If you choose to display in editor or both, make sure that your script has a flag to run in editor. + /// + public enum DisplayIn + { + PlayMode, + EditMode, + PlayAndEditModes + } + + public readonly string customLabel; + public readonly string methodName; + public readonly object methodParameter; + public readonly DisplayIn displayIn; + + /// + /// Add this attribute to any dummy field in order to show a button in inspector. + /// + /// Name of the method to call. I recommend using nameof() function to prevent typos. + /// Optional parameter to pass into the method. + /// Should the button show in play mode, edit mode, or both. + /// Optional custom label. + public ButtonInvoke(string methodName, object methodParameter = null, DisplayIn displayIn = DisplayIn.PlayMode, string customLabel = "") + { + this.methodName = methodName; + this.methodParameter = methodParameter; + this.displayIn = displayIn; + this.customLabel = customLabel; + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs.meta b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs.meta new file mode 100644 index 0000000..f5b83e0 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/ButtonInvoke.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9c6d1b22427bd840bd8fe25ca16d30d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor.meta b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor.meta new file mode 100644 index 0000000..ca01e3c --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a40b838482289664faab1c24bbb6a96f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs new file mode 100644 index 0000000..16bcb18 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs @@ -0,0 +1,39 @@ +using UnityEditor; +using UnityEngine; + +// Place this in a folder called "Editor" somewhere in your project. + +[CustomPropertyDrawer(typeof(ButtonInvoke))] +public class ButtonInvokeDrawer : PropertyDrawer +{ + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + ButtonInvoke settings = (ButtonInvoke) attribute; + return DisplayButton(ref settings) ? EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing : 0; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + ButtonInvoke settings = (ButtonInvoke) attribute; + + if (!DisplayButton(ref settings)) return; + + string buttonLabel = (!string.IsNullOrEmpty(settings.customLabel)) ? settings.customLabel : label.text; + + if (GUI.Button(position, buttonLabel)) { + foreach(var targetObject in property.serializedObject.targetObjects) { + if (targetObject is MonoBehaviour mb) + { + mb.SendMessage(settings.methodName, settings.methodParameter); + } + } + } + } + + private bool DisplayButton(ref ButtonInvoke settings) + { + return (settings.displayIn == ButtonInvoke.DisplayIn.PlayAndEditModes) || + (settings.displayIn == ButtonInvoke.DisplayIn.EditMode && !Application.isPlaying) || + (settings.displayIn == ButtonInvoke.DisplayIn.PlayMode && Application.isPlaying); + } +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs.meta b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs.meta new file mode 100644 index 0000000..d435f7a --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/ButtonInvoke/Editor/ButtonInvokeDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e78e16840d170884a8fd6518c7044ef6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs b/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs new file mode 100644 index 0000000..898c7b6 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs @@ -0,0 +1,118 @@ +// Source: https://github.com/johnearnshaw/unity-inspector-help/blob/master/HelpAttribute.cs +// ...but then modified + +// -------------------------------------------------------------------------------------------------------------------- +/// +/// +/// Copyright (c) 2017, John Earnshaw, reblGreen Software Limited +/// +/// +/// +/// All rights reserved. +/// Redistribution and use in source and binary forms, with or without modification, are +/// permitted provided that the following conditions are met: +/// 1. Redistributions of source code must retain the above copyright notice, this list of +/// conditions and the following disclaimer. +/// 2. Redistributions in binary form must reproduce the above copyright notice, this list +/// of conditions and the following disclaimer in the documentation and/or other materials +/// provided with the distribution. +/// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY +/// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF +/// MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.IN NO EVENT SHALL THE +/// COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +/// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +/// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +/// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR +/// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +/// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +/// +// -------------------------------------------------------------------------------------------------------------------- +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[AttributeUsage(AttributeTargets.Field, Inherited = true)] +public class HelpAttribute : PropertyAttribute +{ + public readonly string text; + + // MessageType exists in UnityEditor namespace and can throw an exception when used outside the editor. + // We spoof MessageType at the bottom of this script to ensure that errors are not thrown when + // MessageType is unavailable. + public readonly MessageType type; + + + /// + /// Adds a HelpBox to the Unity property inspector above this field. + /// + /// The help text to be displayed in the HelpBox. + /// The icon to be displayed in the HelpBox. + public HelpAttribute(string text, MessageType type = MessageType.Info) + { + this.text = text; + this.type = type; + } +} + +#if UNITY_EDITOR +[CustomPropertyDrawer(typeof(HelpAttribute))] +public class HelpDrawer : DecoratorDrawer +{ + // Used for top and bottom padding between the text and the HelpBox border. + const int paddingHeight = 8; + + // Used to add some margin between the the HelpBox and the property. + const int marginHeight = 2; + + /// + /// A wrapper which returns the PropertyDrawer.attribute field as a HelpAttribute. + /// + HelpAttribute helpAttribute { get { return (HelpAttribute)attribute; } } + + public override float GetHeight() + { + // This stops icon shrinking if text content doesn't fill out the container enough. + float minHeight = paddingHeight * 5; + + // Calculate the height of the HelpBox using the GUIStyle on the current skin and the inspector + // window's currentViewWidth. + var content = new GUIContent(helpAttribute.text); + var style = GUI.skin.GetStyle("helpbox"); + + var height = style.CalcHeight(content, EditorGUIUtility.currentViewWidth); + + // We add tiny padding here to make sure the text is not overflowing the HelpBox from the top + // and bottom. + height += marginHeight * 2; + + // If the calculated HelpBox is less than our minimum height we use this to calculate the returned + // height instead. + return height > minHeight ? height : minHeight; + } + + public override void OnGUI(Rect position) + { + // Copy the position out so we can calculate the position of our HelpBox without affecting the + // original position. + var helpPos = position; + + helpPos.height -= marginHeight; + + // Renders the HelpBox in the Unity inspector UI. + EditorGUI.HelpBox(helpPos, helpAttribute.text, helpAttribute.type); + } +} +#else + // Replicate MessageType Enum if we are not in editor as this enum exists in UnityEditor namespace. + // This should stop errors being logged the same as Shawn Featherly's commit in the Github repo but I + // feel is cleaner than having the conditional directive in the middle of the HelpAttribute constructor. + public enum MessageType + { + None, + Info, + Warning, + Error, + } +#endif \ No newline at end of file diff --git a/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs.meta b/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs.meta new file mode 100644 index 0000000..1c6bfa1 --- /dev/null +++ b/Assets/Do Not Touch/Scripts/Vendor/HelpAttribute.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0ddb293d68f3c6e4691e01a3909601d9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor.meta b/Assets/Do Not Touch/Vendor.meta new file mode 100644 index 0000000..6be5a11 --- /dev/null +++ b/Assets/Do Not Touch/Vendor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0e0f20113ceec4249aaa201e00561a3e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools.meta new file mode 100644 index 0000000..235f3de --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63c2b5efbdcc5a141a44506a269b1bae +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef b/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef new file mode 100644 index 0000000..58cbdba --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef @@ -0,0 +1,16 @@ +{ + "name": "CheersPivotTools", + "rootNamespace": "", + "references": [], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef.meta new file mode 100644 index 0000000..0a33a34 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/CheersPivotTools.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d4d4ed033af5898439232879fe0e3cab +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE b/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE new file mode 100644 index 0000000..e114f2b --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 LaurieCheers + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE.meta new file mode 100644 index 0000000..978df7b --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/LICENSE.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 26a8587d8f6e3784583386071b236ec3 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs b/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs new file mode 100644 index 0000000..bb47374 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs @@ -0,0 +1,113 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEditor.EditorTools; +using UnityEngine; + +[EditorTool("Move Pivot", typeof(Transform))] +[CanEditMultipleObjects] +class MovePivotTool : EditorTool +{ + GUIContent _toolbarIcon; + public override GUIContent toolbarIcon => _toolbarIcon; + protected string toolbarIconResourceName => "MovePivotIcon"; + + void OnEnable() + { + if (_toolbarIcon == null) + _toolbarIcon = new GUIContent(Resources.Load(toolbarIconResourceName), "Move Pivot Tool"); + } + + public override void OnActivated() + { + handleAnchor = null; + } + + static Transform handleAnchor; + static Vector3 lastHandleAnchorPositiom; + static Quaternion lastHandleAnchorRotation; + static Dictionary lastChildPositions = new Dictionary(); + static Dictionary lastChildRotations = new Dictionary(); + + public override void OnToolGUI(EditorWindow window) + { + if (!(window is SceneView sceneView)) + return; + + Transform[] tfs = targets.Select(obj => obj as Transform).ToArray(); + HashSet isSelected = new HashSet(); + foreach (var tf in tfs) + { + isSelected.Add(tf); + } + + // try to keep the first selected object as our anchor position, unless it has been deselected + if (handleAnchor == null || !tfs.Contains(handleAnchor)) + { + handleAnchor = tfs[0]; + } + else if (tfs.Length == 1) + { + // correct child positions when typing in inspector + if (handleAnchor.position != lastHandleAnchorPositiom || handleAnchor.rotation != lastHandleAnchorRotation) + { + for (int Idx = 0; Idx < handleAnchor.childCount; ++Idx) + { + Transform child = handleAnchor.GetChild(Idx); + if (lastChildPositions.TryGetValue(child, out Vector3 lastPos) && lastPos != child.position) + { + Undo.RecordObject(child, "Move Pivot"); + child.position = lastPos; + } + if (lastChildRotations.TryGetValue(child, out Quaternion lastRot) && lastRot != child.rotation) + { + Undo.RecordObject(child, "Move Pivot"); + child.rotation = lastRot; + } + } + } + } + Vector3 handlePosition = handleAnchor.position; + Quaternion handleRotation = handleAnchor.rotation; + + EditorGUI.BeginChangeCheck(); + Vector3 newPos = Handles.PositionHandle(handlePosition, handleRotation); + if (EditorGUI.EndChangeCheck()) + { + Vector3 offset = newPos - handlePosition; + foreach (Transform tf in tfs) + { + // if the parent is also selected to move, we don't need to actually move this one + if (!isSelected.Contains(tf.parent)) + { + Undo.RecordObject(tf, "Move Pivot"); + tf.position += offset; + } + for (int Idx = 0; Idx < tf.childCount; ++Idx) + { + Transform child = tf.GetChild(Idx); + if (!isSelected.Contains(child)) + { + Undo.RecordObject(child, "Move Pivot"); + child.position -= offset; + } + } + } + } + + if (tfs.Length == 1) + { + lastHandleAnchorPositiom = handleAnchor.position; + lastHandleAnchorRotation = handleAnchor.rotation; + lastChildPositions.Clear(); + lastChildRotations.Clear(); + for (int Idx = 0; Idx < handleAnchor.childCount; ++Idx) + { + Transform child = handleAnchor.GetChild(Idx); + lastChildPositions.Add(child, child.position); + lastChildRotations.Add(child, child.rotation); + } + } + } +} diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs.meta new file mode 100644 index 0000000..9fc71cb --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/MovePivotTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa6b960657ccd8048b60e7a62ac2b5c9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources.meta new file mode 100644 index 0000000..c3fa3e6 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 14766f1e4d8877643b1847dc4df5446c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png new file mode 100644 index 0000000..5d11a8b Binary files /dev/null and b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png differ diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png.meta new file mode 100644 index 0000000..cc64e4b --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/MovePivotIcon.png.meta @@ -0,0 +1,98 @@ +fileFormatVersion: 2 +guid: 61e47253499df594e923a70cfca4c471 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png new file mode 100644 index 0000000..0d948f3 Binary files /dev/null and b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png differ diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png.meta new file mode 100644 index 0000000..dd9baa3 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/Resources/RotatePivotIcon.png.meta @@ -0,0 +1,98 @@ +fileFormatVersion: 2 +guid: c894037a8667c7c46af489d0b379a4d8 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs b/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs new file mode 100644 index 0000000..cc046a8 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs @@ -0,0 +1,152 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEditor.EditorTools; +using UnityEngine; + +[EditorTool("Rotate Pivot", typeof(Transform))] +[CanEditMultipleObjects] +class RotatePivotTool : EditorTool +{ + GUIContent _toolbarIcon; + public override GUIContent toolbarIcon => _toolbarIcon; + protected string toolbarIconResourceName => "RotatePivotIcon"; + + void OnEnable() + { + if (_toolbarIcon == null) + _toolbarIcon = new GUIContent(Resources.Load(toolbarIconResourceName), "Rotate Pivot Tool"); + } + + static int lastFrameCount; + static Transform handleAnchor; + static Vector3 lastHandleAnchorPositiom; + static Quaternion lastHandleAnchorRotation; + static Dictionary lastChildPositions = new Dictionary(); + static Dictionary lastChildRotations = new Dictionary(); + + public override void OnToolGUI(EditorWindow window) + { + if (!(window is SceneView sceneView)) + return; + + if (Time.frameCount > lastFrameCount + 1) + { + // The tool was probably deselected for a while + Debug.Log("Lost frame " + Time.frameCount + ", " + lastFrameCount); + handleAnchor = null; + } + lastFrameCount = Time.frameCount; + + Transform[] tfs = targets.Select(obj => obj as Transform).ToArray(); + HashSet isSelected = new HashSet(); + foreach (var tf in tfs) + { + isSelected.Add(tf); + } + + // try to keep the first selected object as our anchor position, unless it has been deselected + if (handleAnchor == null || !tfs.Contains(handleAnchor)) + { + handleAnchor = tfs[0]; + } + else if (tfs.Length == 1) + { + // correct child positions when typing in inspector + if (handleAnchor.position != lastHandleAnchorPositiom || handleAnchor.rotation != lastHandleAnchorRotation) + { + for (int Idx = 0; Idx < handleAnchor.childCount; ++Idx) + { + Transform child = handleAnchor.GetChild(Idx); + if (lastChildPositions.TryGetValue(child, out Vector3 lastPos) && lastPos != child.position) + { + Undo.RecordObject(child, "Rotate Pivot"); + child.position = lastPos; + } + if (lastChildRotations.TryGetValue(child, out Quaternion lastRot) && lastRot != child.rotation) + { + Undo.RecordObject(child, "Rotate Pivot"); + child.rotation = lastRot; + } + } + } + } + + Quaternion oldRot = handleAnchor.rotation; + EditorGUI.BeginChangeCheck(); + Vector3 handlePos = handleAnchor.position; + Quaternion newRot = Handles.RotationHandle(oldRot, handlePos); + if (EditorGUI.EndChangeCheck()) + { + HashSet didRotate = new HashSet(); + foreach (Transform tf in tfs) + { + ApplyRotation(tf, isSelected, didRotate, oldRot, newRot, handlePos); + } + } + + if (tfs.Length == 1) + { + lastHandleAnchorPositiom = handleAnchor.position; + lastHandleAnchorRotation = handleAnchor.rotation; + lastChildPositions.Clear(); + lastChildRotations.Clear(); + for (int Idx = 0; Idx < handleAnchor.childCount; ++Idx) + { + Transform child = handleAnchor.GetChild(Idx); + lastChildPositions.Add(child, child.position); + lastChildRotations.Add(child, child.rotation); + } + } + } + + void ApplyRotation(Transform current, HashSet selected, HashSet didRotate, Quaternion fromRot, Quaternion toRot, Vector3 origin) + { + if (current == null || didRotate.Contains(current)) + return; + + // make sure our ancestors are updated first + ApplyRotation(current.parent, selected, didRotate, fromRot, toRot, origin); + + if (selected.Contains(current)) + { + // if our parent is also selected, we don't need to do anything + if (!selected.Contains(current.parent)) + { + // if our parent is not selected, it has not moved - so we're in our original position + // and we can just apply the rotation + // (either it hasn't moved because there was no reason to, or else because one of its ancestors is selected + // and was moved, but the child of that ancestor has already been moved back to compensate.) + Undo.RecordObject(current, "Rotate Pivot"); + + List childPositions = new List(); + List childRotations = new List(); + for (int childIdx = 0; childIdx < current.childCount; ++childIdx) + { + Transform child = current.GetChild(childIdx); + childPositions.Add(child.position); + childRotations.Add(child.rotation); + } + + Vector3 oldOffset = current.position - origin; + Vector3 newOffset = toRot * Quaternion.Inverse(fromRot) * oldOffset; + current.position = origin + newOffset; + current.rotation = toRot * Quaternion.Inverse(fromRot) * current.rotation; + + for (int childIdx = 0; childIdx < current.childCount; ++childIdx) + { + Transform child = current.GetChild(childIdx); + if (!selected.Contains(child)) + { + Undo.RecordObject(child, "Rotate Pivot"); + child.position = childPositions[childIdx]; + child.rotation = childRotations[childIdx]; + } + } + } + } + + didRotate.Add(current); + } +} diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs.meta new file mode 100644 index 0000000..0675f02 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/RotatePivotTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b9385d539a417348880df85e38adb42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md b/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md new file mode 100644 index 0000000..7c91a5c --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md @@ -0,0 +1,15 @@ +## Cheers Pivot Tools version 0.1 +by Laurie Cheers, 7/31/2022 + +Install this package anywhere in your Unity assets folder. +Simplest way: Download https://github.com/LaurieCheers/CheersPivotTools/blob/main/~UnityPackage/CheersPivotTools.unitypackage and double click it. + +It provides two new EditorTools, available anytime you have a GameObject selected: the Move Pivot Tool and the Rotate Pivot Tool. They're similar to the regular Move Tool and Rotate Tool, except that objects parented to the moved object do not move. (I was getting irritated with this feature not being available, so I created it.) + +Multi-select is supported. The rotation handle will be positioned at the first selected object, and other selected objects will rotate around it. + +Bonus feature: While either of these tools are selected, if you edit an object's transform position or rotation in the inspector, objects parented to the selected object do not move. (It doesn't matter which of the tools is selected - both tools support this for both fields.) + +I hope you find it useful. + +Bug reports, fan mail and death threats -> https://github.com/LaurieCheers/CheersPivotTools/issues \ No newline at end of file diff --git a/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md.meta b/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md.meta new file mode 100644 index 0000000..7cb2ec6 --- /dev/null +++ b/Assets/Do Not Touch/Vendor/CheersPivotTools/readme.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3354c45ef847f574d9aece1d6603ee03 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor.meta b/Assets/Editor.meta new file mode 100644 index 0000000..57d349d --- /dev/null +++ b/Assets/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a7553b0ecc8b4d646af39b1f601de1b4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + 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index d247e91..6f9d3a1 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,5 +1,11 @@ { "dependencies": { + "brc-mapping-checkpoint-components": { + "version": "file:../brc-mapping-checkpoint-components", + "depth": 0, + "source": "local", + "dependencies": {} + }, "com.unity.collab-proxy": { "version": "2.0.4", "depth": 0, @@ -45,7 +51,7 @@ "url": "https://packages.unity.com" }, "com.unity.ide.visualstudio": { - "version": "2.0.18", + "version": "2.0.22", "depth": 0, "source": "registry", "dependencies": { @@ -67,9 +73,20 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.probuilder": { + "version": "5.0.7", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.settings-manager": "1.0.3", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.imgui": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.settings-manager": { "version": "1.0.3", - "depth": 2, + "depth": 1, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 43369e3..10c625b 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 14 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -28,6 +28,7 @@ GraphicsSettings: m_LensFlare: m_Mode: 1 m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} + m_VideoShadersIncludeMode: 2 m_AlwaysIncludedShaders: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} @@ -36,8 +37,8 @@ GraphicsSettings: - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] - 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list, should be removed before merge + +# Generalize the grind editor buttons to a little overlay on the scene view + +Every time selection changes, re-compute which button renderers should be called. + +Every custom editor has a `ActionButtonsGUI` method. +It calls this in its own inspector. +Can also be called by a scene `Overlay`. + +Scene overlay watches your Selection, when it changes, re-creates Editors. +Share logic with Grind Inspector for getting Selection objects and Editors. + +Buttons should appear relevant to selected object(s). + +# [x] Extract "Doctor" to a whole-map analyzer + +Not limited to grinds, can detect other mapping problems. + +# When GrindLine is selected, also highlight the next line for any ambiguous intersections + +If there are more than 3 lines connected to a node, then it's ambiguous which line +the game will choose next. Highlight it in the editor. + +# Strip editor-only components from map prefab when building map + +There's a hook called within Asset bundling + +```csharp +public class StripScene : IProcessSceneWithReport +{ + public int callbackOrder { get { return 0; } } + public void OnProcessScene(Scene scene, BuildReport report) + { + Debug.Log("MyCustomBuildProcessor.OnProcessScene " + scene.name); + var roots = scene.GetRootGameObjects(); + var firstRoot = roots[0]; + var brcMap = firstRoot.GetComponent(); + DestroyImmediate(brcMap); + } +} +``` + +# Hotkeys + +MenuItems can add global hotkeys +but what about for specific objects? +I think `ShortcutAttribute` can do it + +# Fix undo for "split grind line" + +## Reproduction: + +nodes A, B, C in chain, connected by lines +Select line between A and B +"split line" +move new node +undo move +undo split +Lines between A, B, and C disappear + +# Spline-based grindline + +[x] Copy Reptile script +[x] Already have the catlikecoding stuff +[ ] button to convert GrindLine into Spline + [x] Mark (intermediate) nodes non-movable + [x] Every time spline changes, re-generate intermediate lines and nodes + [ ] Move existing lines and nodes? That way, you can still tweak line params and that'll be remembered +[ ] + +[ ] Implement spline-based grindline + [x] Reuse reptile script + [WONTDO] Add bake and un-bake buttons to preview results + [WONTDO] Auto-bake checkbox + [ ] Button on `GrindLine` to convert to `SplineLine` + +[ ] mark lines non-editable so they don't show "split line" buttons + +[ ] set pathReference on all created lines + +[ ] "add curve" button moves node1 to new end of curve + +[ ] auto-create node0 and node1 in case user deletes them + +[ ] loop toggle detaches from node1, loops back to node0 instead + still remembers node1, will use it if you uncheck loop + if you delete or detach node1, unchecking loop will create new node1 + +[ ] "merge nodes" button to merge two nodes + remove the line connecting them + re-attach all lines from node1 onto node0 + delete node1 + +# [x] Make all gizmos conditional on gizmos enabled + +`if (sceneView != null && sceneView.drawGizmos)` + +Nevermind, this isn't necessary, I removed the logic. + +# [ ] Add toggle to render collider gizmos for all grindlines + +Currently only SplineGrindLineGenerator does this + +# [ ] Stop calling OnValidate coroutines when building map! + +# Make each spline knot its own gameobject + +Why? Because editor UI works better that way +Drag-select around objects works +Ctrl-click and move multiples at once works +In advanced cases, even expand the inspector and select multiples + +We could reinvent the wheel, yes. But that's too complex + +# Bug: Drag-select multiple nodes and a line, try to move them + +They shoot off into distance. 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