public static void LoadMap() { if (m_isLoaded) { return; } m_isLoaded = true; InitEditorsMap(); EditorsMapStorage editorsMap = Resources.Load <EditorsMapStorage>(EditorsMapStorage.EditorsMapPrefabName); if (editorsMap != null) { m_editors = editorsMap.Editors; for (int i = 0; i < editorsMap.MaterialEditors.Length; ++i) { GameObject materialEditor = editorsMap.MaterialEditors[i]; Shader shader = editorsMap.Shaders[i]; bool enabled = editorsMap.IsMaterialEditorEnabled[i]; if (!m_materialMap.ContainsKey(shader)) { m_materialMap.Add(shader, new MaterialEditorDescriptor(materialEditor, enabled)); } m_defaultMaterialEditor = editorsMap.DefaultMaterialEditor; } } else { Debug.LogError("Editors map is null"); } }
private void Init() { m_map = Resources.Load <EditorsMapStorage>(EditorsMapStorage.EditorsMapPrefabName); if (m_map == null) { m_map = Resources.Load <EditorsMapStorage>(EditorsMapStorage.EditorsMapTemplateName); } EditorsMap editorsMap = new EditorsMap(); Assembly[] allAssemblies; Type[] types; GetUOAssembliesAndTypes(out allAssemblies, out types); Assembly[] unityAssemblies = allAssemblies.Where(a => a != null && a.FullName != null && a.FullName.Contains("UnityEngine")).ToArray(); Assembly[] otherAssemblies = allAssemblies.Where(a => a != null && a.FullName != null && !a.FullName.Contains("UnityEngine")).ToArray(); m_objectEditorDescriptors = new[] { typeof(GameObject) } .Where(t => t.IsPublic && !t.IsGenericType) .Select(t => new EditorDescriptor(t, m_map != null && editorsMap.IsObjectEditorEnabled(t), m_map != null ? editorsMap.GetObjectEditor(t, true) : null, false)).ToArray(); m_propertyEditorDescriptors = new[] { typeof(object), typeof(UnityEngine.Object), typeof(bool), typeof(Enum), typeof(List <>), typeof(Array), typeof(string), typeof(int), typeof(float), typeof(Range), typeof(Vector2), typeof(Vector3), typeof(Vector4), typeof(Quaternion), typeof(Color), typeof(Bounds) } .Where(t => t.IsPublic) .Select(t => new EditorDescriptor(t, m_map != null && editorsMap.IsPropertyEditorEnabled(t), m_map != null ? editorsMap.GetPropertyEditor(t, true) : null, true)).ToArray(); m_stdComponentEditorDescriptors = unityAssemblies.SelectMany(a => a.GetTypes()) .Where(t => typeof(Component).IsAssignableFrom(t) && t.IsPublic && !t.IsGenericType) .OrderBy(t => (t == typeof(Component)) ? string.Empty : t.Name) .Select(t => new EditorDescriptor(t, m_map != null && editorsMap.IsObjectEditorEnabled(t), m_map != null ? editorsMap.GetObjectEditor(t, true) : null, false)).ToArray(); m_scriptEditorDescriptors = otherAssemblies.SelectMany(a => a.GetTypes()) .Where(t => typeof(MonoBehaviour).IsAssignableFrom(t) && t.IsPublic && !t.IsGenericType) .OrderBy(t => t.FullName) .Select(t => new EditorDescriptor(t, m_map != null && editorsMap.IsObjectEditorEnabled(t), m_map != null ? editorsMap.GetObjectEditor(t, true) : null, false)).ToArray(); List <Material> materials = new List <Material>(); string[] assets = AssetDatabase.GetAllAssetPaths(); foreach (string asset in assets) { if (!asset.EndsWith(".mat")) { continue; } Material material = AssetDatabase.LoadAssetAtPath <Material>(asset); if (material == null || (material.hideFlags & HideFlags.DontSaveInBuild) != 0 || material.shader == null || (material.shader.hideFlags & HideFlags.DontSaveInBuild) != 0) { continue; } materials.Add(material); } MaterialEditorDescriptor[] defaultDescriptors = new[] { new MaterialEditorDescriptor(null, m_map != null && m_map.IsDefaultMaterialEditorEnabled, m_map != null ? m_map.DefaultMaterialEditor : null) }; MaterialEditorDescriptor[] materialDescriptors = materials.Where(m => m.shader != null && !m.shader.name.StartsWith("Hidden/")) .Select(m => m.shader).Distinct() .OrderBy(s => s.name.StartsWith("Standard") ? string.Empty : s.name) .Select(s => new MaterialEditorDescriptor(s, m_map != null && editorsMap.IsMaterialEditorEnabled(s), m_map != null ? editorsMap.GetMaterialEditor(s, true) : null)).ToArray(); m_materialDescriptors = defaultDescriptors.Union(materialDescriptors).ToArray(); }
public static void Generate(EditorDescriptor[] descriptors, MaterialEditorDescriptor[] materialDescriptors) { Dictionary <GameObject, int> editors = CreateComponentEditorMap(descriptors); if (!Directory.Exists(Path.GetFullPath(PrefabsPath + "/Resources"))) { Directory.CreateDirectory(Path.GetFullPath(PrefabsPath + "/Resources")); } GameObject go = new GameObject(); EditorsMapStorage editorsMap = go.AddComponent <EditorsMapStorage>(); editorsMap.Editors = editors.OrderBy(k => k.Value).Select(k => k.Key).ToArray(); MaterialEditorDescriptor defaultDescriptor = materialDescriptors.Where(d => d.Shader == null).FirstOrDefault(); if (defaultDescriptor != null) { editorsMap.DefaultMaterialEditor = defaultDescriptor.Editor; editorsMap.IsDefaultMaterialEditorEnabled = defaultDescriptor.Enabled; } else { editorsMap.DefaultMaterialEditor = null; editorsMap.IsDefaultMaterialEditorEnabled = false; } materialDescriptors = materialDescriptors.Where(d => d != defaultDescriptor).ToArray(); List <Shader> shaders = new List <Shader>(); List <GameObject> materialEditors = new List <GameObject>(); List <bool> materialEditorsEnabled = new List <bool>(); for (int i = 0; i < materialDescriptors.Length; ++i) { MaterialEditorDescriptor descriptor = materialDescriptors[i]; if (descriptor.Editor != null) { shaders.Add(descriptor.Shader); materialEditors.Add(descriptor.Editor); materialEditorsEnabled.Add(descriptor.Enabled); } } editorsMap.Shaders = shaders.ToArray(); editorsMap.MaterialEditors = materialEditors.ToArray(); editorsMap.IsMaterialEditorEnabled = materialEditorsEnabled.ToArray(); string path = PrefabsPath + "/Resources/" + EditorsMapStorage.EditorsMapPrefabName + ".prefab"; PrefabUtility.SaveAsPrefabAsset(go, path); UnityEngine.Object.DestroyImmediate(go); AssetDatabase.ImportAsset(ScriptsPath, ImportAssetOptions.ImportRecursive); }