100 lines
3.7 KiB
C#
100 lines
3.7 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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[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;
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private bool pendingToGeneration = false;
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private int poolCapacity = 10;
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private void OnEnable()
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{
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// pendingToGeneration = false;
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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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// pendingToGeneration = false;
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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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EditorGUILayout.IntField("Pool Capacity: ",poolCapacity);
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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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string poolNamespaceName = "Pools";
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this.targetClassName = targetClassName;
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this.poolNamespaceName = poolNamespaceName;
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PoolCodeGenerator generator = new PoolCodeGenerator($"{Application.dataPath}/Scripts/Road/Pools/{targetClassName}.cs", targetClassName, poolNamespaceName, poolObjectName); //$"{targetClassName}.cs"
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var relativePath = $"Assets/Scripts/Road/Pools/{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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}
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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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GameObject poolingObject = new GameObject(targetClassName);
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Type poolingObjectType = target.GetType();
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Assembly assem = poolingObjectType.Assembly;
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string poolName = $"{target.name}Pool";
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Type poolType = assem.GetType($"{poolNamespaceName}.{targetClassName}");
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poolingObject.AddComponent(poolType);
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poolingObject.name = poolName;
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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) 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 (!Directory.Exists("Assets/Prefabs/Pools"))
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AssetDatabase.CreateFolder("Assets/Prefabs", "Pools");
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string localPath = "Assets/Prefabs/Pools/" + poolName + ".prefab";
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localPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
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bool prefabSuccess;
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PrefabUtility.SaveAsPrefabAssetAndConnect(poolingObject, localPath, 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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}
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