Esempio n. 1
0
        // Invariant : startGameObject is Transform Component if it is not stripped
        // This method traverse scene hierarchy via visiting transform components and push corresponding to transform GameObject into consumer
        private void ProcessSceneHierarchyFromComponentToRootInner(IPsiSourceFile currentFile, IUnityHierarchyElement startUnityObject,
                                                                   IUnityCachedSceneProcessorConsumer consumer, ModificationHierarchyElement modifications)
        {
            var currentUnityObject = startUnityObject;

            while (currentUnityObject != null)
            {
                // Unity object could be stripped, it means, that corresponding real object belongs to another yaml file
                // Also, it has reference to prefab instance in current file, which stores all prefab modification
                if (currentUnityObject.IsStripped)
                {
                    var correspondingId  = currentUnityObject.CorrespondingSourceObject;
                    var prefabInstanceId = currentUnityObject.PrefabInstance;



                    if (correspondingId == null || prefabInstanceId == null)
                    {
                        return;
                    }

                    var prefabInstance        = mySceneElements.GetValues(new SceneElementId(currentFile, prefabInstanceId)).FirstOrDefault() as ModificationHierarchyElement;
                    var prefabSourceFilePaths = myGuidCache.GetAssetFilePathsFromGuid(correspondingId.guid);
                    if (prefabSourceFilePaths.Count > 1 || prefabSourceFilePaths.Count == 0)
                    {
                        return;
                    }

                    var unityModule = currentFile.PsiModule as UnityExternalFilesPsiModule;
                    if (unityModule == null)
                    {
                        return;
                    }

                    if (!unityModule.NotNull("externalFilesModuleFactory.PsiModule != null")
                        .TryGetFileByPath(prefabSourceFilePaths.First(), out var prefabSourceFile))
                    {
                        return;
                    }


                    var prefabStartGameObject = mySceneElements.GetValues(new SceneElementId(prefabSourceFile, correspondingId.WithGuid(null))).FirstOrDefault();

                    if (prefabStartGameObject == null)
                    {
                        return; // TODO [vkrasnotsvetov] 19.3 Handle case, when prefab contains prefab which contains prefab
                    }
                    if (!prefabStartGameObject.IsStripped)
                    {
                        // !u!4 is transform. If tag is different, let's extract transform, there are two cases:
                        // 1) prefabStartGameObject is GameObject(!u!1), take its transform
                        // 2) prefabStartGameObject is Component, so get attached gameobject and from this gameobject take transform component
                        if (!(prefabStartGameObject is TransformHierarchyElement))
                        {
                            var attachedGameObject = prefabStartGameObject;
                            if (attachedGameObject is ComponentHierarchyElement componentHierarchyElement)
                            {
                                var sceneId = new SceneElementId(prefabSourceFile, componentHierarchyElement.GameObject);
                                attachedGameObject = mySceneElements.GetValues(sceneId).FirstOrDefault();
                            }

                            if (attachedGameObject is GameObjectHierarchyElement gameObjectHierarchyElement)
                            {
                                var sceneId = new SceneElementId(prefabSourceFile, gameObjectHierarchyElement.TransformId);
                                prefabStartGameObject = mySceneElements.GetValues(sceneId).FirstOrDefault();
                            }
                            else
                            {
                                prefabStartGameObject = null;
                            }
                        }
                    }
                    ProcessSceneHierarchyFromComponentToRootInner(prefabSourceFile, prefabStartGameObject, consumer, prefabInstance);
                    currentUnityObject = prefabInstance != null
                        ? mySceneElements.GetValues(new SceneElementId(currentFile, prefabInstance.TransformParentId)).FirstOrDefault()
                        : null;
                }
                else
                {
                    // assert that startGameObject is GameObject
                    var transformComponent = currentUnityObject as TransformHierarchyElement;
                    if (transformComponent == null)
                    {
                        return; // strange, log here
                    }
                    Assertion.Assert(currentUnityObject is TransformHierarchyElement, "currentUnityObject is TransformHierarchyElement");



                    var fatherTransformId = new SceneElementId(currentFile, transformComponent.Father);
                    var father            = mySceneElements.GetValues(fatherTransformId).FirstOrDefault();

                    var goId = new SceneElementId(currentFile, transformComponent.GameObject);

                    var gameObject = mySceneElements.GetValues(goId).FirstOrDefault() as GameObjectHierarchyElement;
                    if (gameObject == null)
                    {
                        return; // strange, log here
                    }
                    consumer.ConsumeGameObject(gameObject, transformComponent, modifications);
                    currentUnityObject = father;
                }
            }
        }
Esempio n. 2
0
 public void ProcessSceneHierarchyFromComponentToRoot(IPsiSourceFile sourceFile, string anchor, IUnityCachedSceneProcessorConsumer consumer)
 {
     myShellLocks.AssertReadAccessAllowed();
     ProcessSceneHierarchyFromComponentToRoot(sourceFile, new FileID(null, anchor), consumer);
 }
Esempio n. 3
0
        private void ProcessSceneHierarchyFromComponentToRoot(IPsiSourceFile sourceFile, FileID id, IUnityCachedSceneProcessorConsumer consumer)
        {
            var start = mySceneElements.GetValues(new SceneElementId(sourceFile, id)).FirstOrDefault();

            if (start == null)
            {
                return;
            }
            if (!start.IsStripped) // start component can be stripped, e.g : prefab's MonoBehavior's function is passed to button event handler
            {
                FileID gameObjectId;
                if (start is TransformHierarchyElement transformHierarchyElement)
                {
                    gameObjectId = transformHierarchyElement.GameObject;
                }
                else if (start is ComponentHierarchyElement componentHierarchyElement)
                {
                    gameObjectId = componentHierarchyElement.GameObject;
                }
                else if (start is GameObjectHierarchyElement gameObjectHierarchyElement)
                {
                    gameObjectId = gameObjectHierarchyElement.Id;
                }
                else
                {
                    Assertion.Fail("Unexpected hierarchy element");
                    return;
                }

                // Component must be attached to game object
                var gameObject = mySceneElements.GetValues(new SceneElementId(sourceFile, gameObjectId)).FirstOrDefault() as GameObjectHierarchyElement;
                if (gameObject == null)
                {
                    return;
                }

                // GameObject could be stripped, if another prefab's gameobject is modified via adding MonoBehaviour
                if (!gameObject.IsStripped)
                {
                    // Each GameObject must have Transform. We will use it to process scene hierarcy
                    var transform = mySceneElements.GetValues(new SceneElementId(sourceFile, gameObject.TransformId)).FirstOrDefault();
                    ProcessSceneHierarchyFromComponentToRootInner(sourceFile, transform, consumer, null);
                }
                else
                {
                    ProcessSceneHierarchyFromComponentToRootInner(sourceFile, gameObject, consumer, null);
                }
            }
            else
            {
                ProcessSceneHierarchyFromComponentToRootInner(sourceFile, start, consumer, null);
            }
        }
Esempio n. 4
0
        public void ProcessSceneHierarchyFromComponentToRoot(IYamlDocument startComponent, IUnityCachedSceneProcessorConsumer consumer)
        {
            myShellLocks.AssertReadAccessAllowed();

            var sourceFile = startComponent.GetSourceFile();
            var anchor     = UnitySceneDataUtil.GetAnchorFromBuffer(startComponent.GetTextAsBuffer());

            if (sourceFile == null || anchor == null)
            {
                return;
            }

            ProcessSceneHierarchyFromComponentToRoot(sourceFile, new FileID(null, anchor), consumer);
        }