public override void OnGUI(Rect pos, SerializedProperty prop, GUIContent label) { // Figure out what asset types we allow. Default to all. var assetType = typeof(Object); if (fieldInfo != null) { AssetTypeAttribute assetTypeProperty = System.Attribute.GetCustomAttribute(fieldInfo, typeof(AssetTypeAttribute)) as AssetTypeAttribute; assetType = assetTypeProperty != null ? assetTypeProperty.assetType : typeof(Object); } var val0 = prop.FindPropertyRelative("val0"); var val1 = prop.FindPropertyRelative("val1"); var val2 = prop.FindPropertyRelative("val2"); var val3 = prop.FindPropertyRelative("val3"); var reference = new WeakAssetReference(val0.intValue, val1.intValue, val2.intValue, val3.intValue); var guidStr = ""; Object obj = null; if (reference.IsSet()) { guidStr = reference.ToGuidStr(); var path = AssetDatabase.GUIDToAssetPath(guidStr); if (assetType == null) { assetType = AssetDatabase.GetMainAssetTypeAtPath(path); } obj = AssetDatabase.LoadAssetAtPath(path, assetType); } pos = EditorGUI.PrefixLabel(pos, GUIUtility.GetControlID(FocusType.Passive), new GUIContent(label.text + "(" + guidStr + ")")); Object newObj = EditorGUI.ObjectField(pos, obj, assetType, false); if (newObj != obj) { var newRef = new WeakAssetReference(); if (newObj != null) { var path = AssetDatabase.GetAssetPath(newObj); newRef = new WeakAssetReference(AssetDatabase.AssetPathToGUID(path)); } val0.intValue = newRef.val0; val1.intValue = newRef.val1; val2.intValue = newRef.val2; val3.intValue = newRef.val3; } }
public void AddReference(WeakAssetReference reference) { if (!reference.IsSet()) { return; } if (references.Contains(reference)) { return; } var path = AssetDatabase.GUIDToAssetPath(reference.ToGuidStr()); if (String.IsNullOrEmpty(path)) { GameDebug.LogWarning("Asset does not exist:" + reference.ToGuidStr()); return; } GameDebug.Log("Adding asset:" + reference.ToGuidStr() + " " + path); references.Add(reference); }
protected override void OnUpdate() { // Camera.main may not be available when the system is created, so need this to set it for the first time if (MainCamera == null) { if (Camera.main != null) { MainCamera = Camera.main; } else { GameDebug.LogWarning("PartOwner update: No camera.main"); return; } } var camPos = (float3)MainCamera.transform.position; // TODO: Jobified ForEach blocked by PrefabAssetRegistry.CreateEntity Entities.ForEach((Entity partOwnerEntity, ref Translation translation, ref RegistryAsset registryAsset, ref InputState inputState, ref State state) => { var registry = PartRegistry.GetPartRegistry(World, registryAsset.Value); // Calc lod var charPos = translation.Value; var dist = math.distance(camPos, charPos); var newLod = -1; // TODO (mogensh) add threshold that needs to be passed before change (so it does not flicker) for (int lod = 0; lod < registry.Value.LODLevels.Length; lod++) { if (dist <= registry.Value.LODLevels[lod].EndDist) { newLod = lod; break; } } // TODO (mogensh) hack: force LOD 0 newLod = 0; // Handle out of lod distance specifically if (newLod == -1) { if (state.currentLOD != newLod) { state.currentLOD = newLod; GameDebug.Log(Part.ShowLifetime, "Out of LOD distance"); var partBuf = EntityManager.GetBuffer <PartElement>(partOwnerEntity) .ToNativeArray(Allocator.Temp); var partOutBuf = PostUpdateCommands.SetBuffer <PartElement>(partOwnerEntity); partOutBuf.ResizeUninitialized(partBuf.Length); for (int j = 0; j < partBuf.Length; j++) { var partElement = partBuf[j]; // Destroy old part if (partElement.PartId != 0) { if (partElement.PartEntity != Entity.Null) { GameDebug.Log(Part.ShowLifetime, "Destroying part. Category:{0} partId:{1}", j, partElement.PartId); PostUpdateCommands.DestroyEntity(partElement.PartEntity); } partElement.PartEntity = Entity.Null; partElement.PartId = 0; partElement.Asset = WeakAssetReference.Default; } partOutBuf[j] = partElement; } PostUpdateCommands.SetComponent(partOwnerEntity, state); } return; } var newRig = BlobAssetReference <RigDefinition> .Null; if (EntityManager.HasComponent <SharedRigDefinition>(partOwnerEntity)) { newRig = EntityManager.GetSharedComponentData <SharedRigDefinition>(partOwnerEntity).Value; } // Change bodypart if LOD or rig changed var packedPartIds = inputState.PackedPartIds; if (packedPartIds != state.CurrentPackedPartIds || newLod != state.currentLOD || (newRig != BlobAssetReference <RigDefinition> .Null && newRig != state.currentRig)) { var partBuf = EntityManager.GetBuffer <PartElement>(partOwnerEntity).ToNativeArray(Allocator.Temp); var partIds = new NativeArray <int>(partBuf.Length, Allocator.Temp); registry.Value.UnpackPartsList(inputState.PackedPartIds, partIds); GameDebug.Log(World, Part.ShowLifetime, "Property changed. Lod:{0}", newLod); var partOutBuf = PostUpdateCommands.SetBuffer <PartElement>(partOwnerEntity); partOutBuf.ResizeUninitialized(partBuf.Length); for (int j = 0; j < partBuf.Length; j++) { var partId = partIds[j]; var partElement = partBuf[j]; // Find new asset given the new properties var asset = new WeakAssetReference(); if (partId > 0) { var skeletonHash = newRig.IsCreated ? newRig.Value.GetHashCode() : 0; var found = registry.Value.FindAsset(j, partId, skeletonHash, newLod, ref asset); if (!found) { GameDebug.Log(World, Part.ShowLifetime, "Failed to find valid part. Category:{0} PartId:{1}", j, partId); } } // No change if asset has not changed if (partElement.Asset == asset) { partOutBuf[j] = partElement; continue; } // Destroy old part if (partElement.PartId != 0) { if (partElement.PartEntity != Entity.Null) { GameDebug.Log(World, Part.ShowLifetime, "Destroying part. Category:{0} partId:", j, partElement.PartId); PostUpdateCommands.DestroyEntity(partElement.PartEntity); } partElement.PartEntity = Entity.Null; partElement.PartId = 0; partElement.Asset = WeakAssetReference.Default; } // Create new part if (partId != 0 && asset.IsSet()) { partElement.PartEntity = PrefabAssetManager.CreateEntity(EntityManager, asset); partElement.PartId = partId; partElement.Asset = asset; if (partElement.PartEntity != Entity.Null) { GameDebug.Log(World, Part.ShowLifetime, "Creating part. Owner:{0} Cat:{1} PartId:{2} Asset:{3} part:{4}", partOwnerEntity, j, partId, asset.ToGuidStr(), partElement.PartEntity); var part = Part.Owner.Default; part.Value = partOwnerEntity; PostUpdateCommands.SetComponent(partElement.PartEntity, part); // TODO (mogensh) add "static" property on owner (or get somehow). If static just set world transform PostUpdateCommands.AddComponent(partElement.PartEntity, new Parent { Value = partOwnerEntity }); PostUpdateCommands.AddComponent(partElement.PartEntity, new LocalToParent()); } else { GameDebug.LogError("Failed to create part. Asset:" + asset.ToGuidStr()); } } partOutBuf[j] = partElement; } state.CurrentPackedPartIds = packedPartIds; state.currentRig = newRig; state.currentLOD = newLod; PostUpdateCommands.SetComponent(partOwnerEntity, state); } }); }