196 lines
7.9 KiB
C#
196 lines
7.9 KiB
C#
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using UnityEditor;
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using UnityEngine;
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using System.Reflection;
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using System;
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using System.IO;
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using static UnityEditor.EditorGUI;
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using System.Linq;
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using System.Collections.Generic;
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[CustomEditor(typeof(PoolingObject<>),true)]
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public class PoolCreatorInspector : Editor
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{
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private string targetClassName;
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private string poolNamespaceName = "Pools";
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private bool pendingToGeneration = false;
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private int poolCapacity = 20;
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private bool groupEnabled = false;
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private const string defaultPrefabPath = "Prefabs/Pools";
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private string prefabPath = "Prefabs/Pools";
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private const string defaultScriptPath = "Scripts/Pools";
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private string generatedScriptPath = "Scripts/Pools";
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private const string assetsString = "Assets/";
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private string generatedClassTypeString;
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private Type generatedClassType;
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PoolCodeGenerator generator;
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private Dictionary<string, System.Reflection.TypeInfo> nameTypeLookup = new Dictionary<string, TypeInfo>();
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private void Awake()
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{
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}
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private void OnEnable()
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{
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AssemblyReloadEvents.afterAssemblyReload += GeneratePoolPrefab;
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}
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private void OnDisable()
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{
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AssemblyReloadEvents.afterAssemblyReload -= GeneratePoolPrefab;
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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GUILayout.Space(20);
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GUIContent poolCreationSettingsContent = new GUIContent("Pool Creation Settings","Additional options to create pool from this object");
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GUIContent prefabPathContentLabel = new GUIContent("Prefab Path: ");
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GUIContent prefabPathContentPath = new GUIContent(prefabPath, "Path to pool's prefab folder");
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GUIContent scriptPathContentLabel = new GUIContent("Script Path: ");
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GUIContent scriptPathContentPath = new GUIContent(generatedScriptPath, "Path to pool's script folder");
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groupEnabled = EditorGUILayout.BeginToggleGroup(poolCreationSettingsContent, groupEnabled);
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poolCapacity = EditorGUILayout.IntField("Pool Capacity: ", poolCapacity);
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poolNamespaceName = EditorGUILayout.TextField("Pool Namespace: ", poolNamespaceName);
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GUILayout.Space(10);
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EditorGUILayout.LabelField(prefabPathContentLabel, prefabPathContentPath);
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if (GUILayout.Button("Choose Folder For Pool's Prefab"))
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{
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prefabPath = EditorUtility.OpenFolderPanel("Choose Folder For Pool's Prefab", Application.dataPath, "");
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if (string.IsNullOrEmpty(prefabPath))
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{
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prefabPath = defaultPrefabPath;
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}
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GUIUtility.ExitGUI();
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}
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EditorGUILayout.LabelField(scriptPathContentLabel,scriptPathContentPath);
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if (GUILayout.Button("Choose Folder For Pool's Script"))
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{
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generatedScriptPath = EditorUtility.OpenFolderPanel("Choose Folder For Pool's Script", Application.dataPath, "");
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if (string.IsNullOrEmpty(generatedScriptPath))
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{
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generatedScriptPath = defaultScriptPath;
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}
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GUIUtility.ExitGUI();
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}
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GUILayout.Space(10);
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if (GUILayout.Button("Create Pool From This Object"))
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{
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string poolObjectName = target.GetType().Name;
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string targetClassName = poolObjectName + "Pool";
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this.targetClassName = targetClassName;
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if (string.IsNullOrEmpty(generatedScriptPath))
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{
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generatedScriptPath = defaultScriptPath;
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}
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generatedScriptPath = TrimFilePathBeforeSeparator(generatedScriptPath, assetsString);
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if (!Directory.Exists($"{Application.dataPath}/{generatedScriptPath}"))
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Directory.CreateDirectory($"{Application.dataPath}/{generatedScriptPath}");//{targetClassName}.cs
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generator = new PoolCodeGenerator($"{Application.dataPath}/{generatedScriptPath}/", targetClassName, poolNamespaceName, poolObjectName,target.GetType());
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//var relativePath = $"{Application.dataPath}/{generatedScriptPath}/{targetClassName}.cs";
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generator.GenerateCSharpCode();
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// AssetDatabase.ImportAsset(relativePath);
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AssetDatabase.Refresh();
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EditorUtility.RequestScriptReload();
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AssetDatabase.SaveAssets();
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pendingToGeneration = true;
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generatedClassTypeString = generator.generatedClassType.ToString();
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GUIUtility.ExitGUI();
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}
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EditorGUILayout.EndToggleGroup();
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}
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public void GeneratePoolPrefab()
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{
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if (pendingToGeneration == false)
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return;
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pendingToGeneration = false;
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targetClassName = generatedClassTypeString;
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GameObject poolingObject = new GameObject(targetClassName);
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Type poolingObjectType = null;//target.GetType().BaseType;//generatedClassType;//
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// Assembly assem = poolingObjectType.Assembly;
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//poolingObjectType = AppDomain.CurrentDomain
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//.GetAssemblies()
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//.SelectMany(x => x.GetTypes())
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//.FirstOrDefault(t => t.Name == targetClassName).GetType();
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Type targetType = target.GetType();
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nameTypeLookup = targetType.Assembly
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.DefinedTypes.Where(t => t.DeclaringType == null)
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.ToDictionary(k => k.Name, v => v);
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poolingObjectType = nameTypeLookup[targetClassName];
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Assembly assem = poolingObjectType.Assembly;
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string poolName = $"{targetClassName}Pool";
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//string poolName = $"{target.name}Pool";
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Type poolType = assem.GetType($"{poolNamespaceName}.{poolName}");
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//string poolObjectName = target.GetType().Name;
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// targetClassName = poolObjectName + "Pool";
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poolingObject.AddComponent(poolType);
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poolingObject.name = $"{target.name}Pool"; ;
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Type typeOfField = poolType;
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FieldInfo fieldInfo = null;
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while (fieldInfo == null && typeOfField != null)
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{
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fieldInfo = typeOfField.GetField("prefab", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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typeOfField = typeOfField.BaseType;
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}
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if (fieldInfo == null)
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throw new ArgumentOutOfRangeException("Prefab", string.Format("Field {0} was not found in Type {1}", "prefab", typeOfField.FullName));
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var poolingObjectComponent = poolingObject.GetComponent(poolType);
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fieldInfo.SetValue(poolingObjectComponent, target);
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Type capacityType = poolType;
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PropertyInfo propertyInfo = capacityType.BaseType.GetProperty("Capacity", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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propertyInfo.SetValue(poolingObjectComponent, poolCapacity, BindingFlags.NonPublic | BindingFlags.Instance, null, null, null);
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if (string.IsNullOrEmpty(prefabPath))
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{
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prefabPath = defaultPrefabPath;
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}
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if (!Directory.Exists(prefabPath))
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Directory.CreateDirectory(prefabPath);
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string prefabFilePath = $"{prefabPath}/{poolName}.prefab";
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prefabFilePath = TrimFilePathBeforeSeparator(prefabFilePath, assetsString);
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prefabFilePath = $"{Application.dataPath}/{prefabFilePath}";
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prefabFilePath = AssetDatabase.GenerateUniqueAssetPath(prefabFilePath);
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bool prefabSuccess;
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PrefabUtility.SaveAsPrefabAssetAndConnect(poolingObject, prefabFilePath, InteractionMode.UserAction, out prefabSuccess);
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if (prefabSuccess == true)
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Debug.Log("Prefab was saved successfully");
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else
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Debug.Log("Prefab failed to save" + prefabSuccess);
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Debug.Log("Done");
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}
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private string TrimFilePathBeforeSeparator(string inputFilePath,string separator)
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{
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if (inputFilePath.StartsWith(separator, StringComparison.OrdinalIgnoreCase) == false && inputFilePath.Contains(separator))
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{
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return inputFilePath.Split(separator.ToCharArray()).Last();
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}
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return inputFilePath;
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}
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}
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