/// <inheritdoc />
 public override EditorWindow Open(FlaxEditor.Editor editor, ContentItem item)
 {
     // Open the correct window
     return(new ExpressionGraphWindow(editor, (JsonAssetItem)item));
 }
 /// <inheritdoc />
 public override EditorWindow Open(FlaxEditor.Editor editor, ContentItem item)
 {
     return(new RenderingGraphWindow(editor, (JsonAssetItem)item));
 }
Example #3
0
        /// <summary>
        /// Gets the plugin to export (editor or game or both). Searches the game scripts assemblies only. Performs validation.
        /// </summary>
        /// <param name="gamePlugin">The game plugin.</param>
        /// <param name="editorPlugin">The editor plugin.</param>
        /// <param name="errorMsg">If searching fails, then it contains a result message with error information. Can be used to inform user about the actual problem.</param>
        /// <returns>True if found plugin is valid, otherwise false.</returns>
        public static bool GetPluginToExport(out GamePlugin gamePlugin, out EditorPlugin editorPlugin, out string errorMsg)
        {
            // Init
            gamePlugin   = null;
            editorPlugin = null;

            // Cache data
            var allAssemblies           = AppDomain.CurrentDomain.GetAssemblies();
            var gameAssembly            = Utils.GetAssemblyByName("Game", allAssemblies);
            var gameEditorAssembly      = Utils.GetAssemblyByName("Game.Editor", allAssemblies);
            var gameAssemblyTypes       = gameAssembly.GetTypes();
            var gameEditorAssemblyTypes = gameEditorAssembly.GetTypes();

            // Get those plugins
            var gamePluginType   = FirstOfSubType(gameAssemblyTypes, typeof(GamePlugin));
            var editorPluginType = FirstOfSubType(gameEditorAssemblyTypes, typeof(EditorPlugin));

            if (gamePluginType == null && editorPluginType == null)
            {
                errorMsg = "Cannot find any plugins in game scripts to export.";
                return(false);
            }

            // Count plugins (assembly can contain only one plugin)
            if (CountSubTypes(gameAssemblyTypes, typeof(GamePlugin)) > 1)
            {
                errorMsg = "Game assembly can contain only one GamePlugin implementation to export it.";
                return(false);
            }
            if (CountSubTypes(gameAssemblyTypes, typeof(EditorPlugin)) != 0)
            {
                errorMsg = "Game assembly cannot contain any EditorPlugin implementation";
                return(false);
            }
            if (CountSubTypes(gameEditorAssemblyTypes, typeof(EditorPlugin)) > 1)
            {
                errorMsg = "Editor assembly can contain only one EditorPlugin implementation to export it.";
                return(false);
            }
            if (CountSubTypes(gameEditorAssemblyTypes, typeof(GamePlugin)) != 0)
            {
                errorMsg = "Editor assembly cannot contain any GamePlugin implementation";
                return(false);
            }

            // Create objects
            try
            {
                if (gamePluginType != null)
                {
                    gamePlugin = (GamePlugin)Activator.CreateInstance(gamePluginType);
                }
                if (editorPluginType != null)
                {
                    editorPlugin = (EditorPlugin)Activator.CreateInstance(editorPluginType);
                }
            }
            catch (Exception ex)
            {
                Editor.LogWarning(ex);
                errorMsg = "Failed to create plugin objects. See log to learn more.";
                return(false);
            }

            // Validate relation
            if (gamePlugin != null && editorPlugin != null)
            {
                if (editorPlugin.GamePluginType != gamePluginType)
                {
                    errorMsg = "Cannot export game and editor plugins because editor plugin is not specifying game plugin type with GamePluginType property.";
                    return(false);
                }
            }

            errorMsg = null;
            return(true);
        }