示例#1
0
 protected void DrawToolbar()
 {
     using (new EditorGUILayout.HorizontalScope()) {
         if (GUILayout.Button("Copy To Clipboard", EditorStyles.toolbarButton))
         {
             uNodeEditorUtility.CopyToClipboard(script);
         }
         if (GUILayout.Button("Check Errors", EditorStyles.toolbarButton))
         {
             try {
                 EditorUtility.DisplayProgressBar("Loading", "Compiling Scripts", 1);
                 compileResult = GenerationUtility.CompileScript(script);
             } finally {
                 EditorUtility.ClearProgressBar();
             }
         }
     }
 }
示例#2
0
 private static void DoCompileReferences(uNodeRoot graph, ICollection <GameObject> referencedGraphs)
 {
     if (referencedGraphs.Count > 0)
     {
         uNodeThreadUtility.Queue(() => {
             var graphs = referencedGraphs.Where(g => g.GetComponent <uNodeComponentSystem>() is uNodeRoot root && !(root is IIndependentGraph) || g == null).ToList();
             if (graphs.FirstOrDefault() != null)
             {
                 var graphNames = string.Join("\n", graphs.Select(g => AssetDatabase.GetAssetPath(g)));
                 if (!(graph is IIndependentGraph))
                 {
                     graphs.Insert(0, graph.gameObject);
                 }
                 if (EditorUtility.DisplayDialog("Compile graph to c#", "Some graph has referenced to the renamed member and need to be compiled" +
                                                 "\nReferenced graphs:" +
                                                 "\n" + graphNames +
                                                 "\n\nDo you want to compile this graph and referenced graphs?", "Ok", "Cancel"))
                 {
                     GenerationUtility.CompileNativeGraph(graphs);
                 }
             }
         });
     }
 }
示例#3
0
        public static void GenerateCSharpScript()
        {
            var scripts = GenerationUtility.GenerateProjectScripts(true);
            // var pathScripts = new List<string>();
            // Directory.CreateDirectory(GenerationUtility.tempGeneratedFolder);
            // foreach(var script in scripts) {
            //  var path = Path.GetFullPath(GenerationUtility.tempGeneratedFolder) + Path.DirectorySeparatorChar + "F" + script.GetGenerationID() + ".cs";
            //  using(StreamWriter sw = new StreamWriter(path)) {
            //      sw.Write(GenerationUtility.ConvertLineEnding(script.ToScript(), false));
            //      sw.Close();
            //  }
            //  pathScripts.Add(path);
            //  Debug.Log(File.Exists(path));
            // }
            // EditorUtility.DisplayProgressBar("Compiling Scripts", "", 1);
            // GenerationUtility.Compile(scripts.Select(s => s.ToScript()).ToArray());
            var db = GetDatabase();

            EditorUtility.DisplayProgressBar("Saving Scripts", "", 1);
            var dir = generatedPath + Path.DirectorySeparatorChar + "Scripts";

            Directory.CreateDirectory(dir);
            foreach (var script in scripts)
            {
                var path      = Path.GetFullPath(dir) + Path.DirectorySeparatorChar + script.fileName + ".cs";
                var assetPath = AssetDatabase.GetAssetPath(script.graphOwner);
                if (File.Exists(assetPath.RemoveLast(6).Add("cs")))
                {
                    //Skip when the graph has been compiled manually
                    continue;
                }
                using (StreamWriter sw = new StreamWriter(path)) {
                    List <ScriptInformation> informations;
                    var generatedScript = script.ToScript(out informations);
                    if (informations != null)
                    {
                        uNodeEditor.SavedData.RegisterGraphInfos(informations, script.graphOwner, path);
                    }
                    sw.Write(ConvertLineEnding(generatedScript, false));
                    sw.Close();
                }
                foreach (var root in script.graphs)
                {
                    if (db.graphDatabases.Any(g => g.graph == root))
                    {
                        continue;
                    }
                    db.graphDatabases.Add(new uNodeResourceDatabase.RuntimeGraphDatabase()
                    {
                        graph = root,
                    });
                    EditorUtility.SetDirty(db);
                }
            }
            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets();
            EditorUtility.ClearProgressBar();
            db.ClearCache();
            Debug.Log("Successful generating project script, project graphs will run with native c#." +
                      "\nRemember to compiles the graph again if you made a changes to a graphs to keep the script up to date." +
                      "\nRemoving generated scripts will makes the graph to run with reflection again." +
                      "\nGenerated project script can be found on: " + dir);
        }
示例#4
0
        public static void CompileNativeGraph(GameObject graphObject, bool enableLogging = true)
        {
            string     fileName      = graphObject.name;
            GameObject prefabContent = null;
            var        go            = graphObject;

            if (uNodeEditorUtility.IsPrefab(graphObject))
            {
                if (GraphUtility.HasTempGraphObject(graphObject))
                {
                    go = GraphUtility.GetTempGraphObject(graphObject);
                }
                else
                {
                    prefabContent = PrefabUtility.LoadPrefabContents(AssetDatabase.GetAssetPath(graphObject));
                    go            = prefabContent;
                }
            }
            else if (GraphUtility.IsTempGraphObject(graphObject))
            {
                graphObject = GraphUtility.GetOriginalObject(graphObject);
            }
            uNodeRoot renamedRoot = null;

            {
                var root = go.GetComponent <uNodeRoot>();
                if (root && string.IsNullOrEmpty(root.Name))
                {
                    root.Name   = fileName;
                    renamedRoot = root;
                }
            }
            Directory.CreateDirectory(GenerationUtility.tempFolder);
            char   separator = Path.DirectorySeparatorChar;
            string path      = GenerationUtility.tempFolder + separator + fileName + ".cs";

            try {
                System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
                watch.Start();
                var script = GenerationUtility.GenerateCSharpScript(go, true, (progress, text) => {
                    EditorUtility.DisplayProgressBar("Loading", text, progress);
                });
                List <ScriptInformation> informations;
                var generatedScript = script.ToScript(out informations);
                if (preferenceData.generatorData.convertLineEnding)
                {
                    generatedScript = GenerationUtility.ConvertLineEnding(generatedScript, Application.platform != RuntimePlatform.WindowsEditor);
                }
                if (preferenceData.generatorData != null && preferenceData.generatorData.analyzeScript && preferenceData.generatorData.formatScript)
                {
                    var codeFormatter = TypeSerializer.Deserialize("MaxyGames.uNode.Editors.CSharpFormatter", false);
                    if (codeFormatter != null)
                    {
                        var str = codeFormatter.
                                  GetMethod("FormatCode").
                                  Invoke(null, new object[] { generatedScript }) as string;
                        generatedScript = str;
                    }
                }
                using (StreamWriter sw = new StreamWriter(path)) {
                    sw.Write(generatedScript);
                    sw.Close();
                }
                watch.Stop();
                if (enableLogging)
                {
                    Debug.LogFormat("Generating C# took {0,8:N3} s.", watch.Elapsed.TotalSeconds);
                }
                if (preferenceData.generatorData.compileScript)
                {
                    bool isBecauseOfAccessibility = false;
                    try {
                        watch.Reset();
                        watch.Start();
                        EditorUtility.DisplayProgressBar("Loading", "Compiling", 1);
                        var compileResult = CompileScript(generatedScript);
                        if (compileResult.assembly == null)
                        {
                            isBecauseOfAccessibility = true;
                            foreach (var error in compileResult.errors)
                            {
                                if (error.errorNumber != "CS0122")
                                {
                                    isBecauseOfAccessibility = false;
                                    break;
                                }
                            }
                            throw new Exception(compileResult.GetErrorMessage());
                        }
                        watch.Stop();
#if !NET_STANDARD_2_0
                        if (enableLogging)
                        {
                            Debug.LogFormat("Compiling script took {0,8:N3} s.", watch.Elapsed.TotalSeconds);
                        }
#endif
                    }
                    catch (System.Exception ex) {
                        watch.Stop();
                        EditorUtility.ClearProgressBar();
                        if (EditorUtility.DisplayDialog("Compile Errors", "Compile before save detect an error: \n" + ex.Message + "\n\n" +
                                                        (isBecauseOfAccessibility ?
                                                         "The initial errors may because of using a private class.\nWould you like to ignore the error and save it?" :
                                                         "Would you like to ignore the error and save it?"),
                                                        "Ok, save it",
                                                        "No, don't save"))
                        {
                            Debug.Log("Compile errors: " + ex.Message);
                        }
                        else
                        {
                            Debug.Log("Temp script saved to: " + Path.GetFullPath(path));
                            throw ex;
                        }
                    }
                }
                if (EditorUtility.IsPersistent(graphObject))                 //For prefab and asset
                {
                    path = (Path.GetDirectoryName(AssetDatabase.GetAssetPath(graphObject)) + separator + fileName + ".cs");
                    if (informations != null)
                    {
                        uNodeEditor.SavedData.RegisterGraphInfos(informations, script.graphOwner, path);
                    }
                    using (FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write)) {
                        using (StreamWriter writer = new StreamWriter(stream)) {
                            writer.Write(generatedScript);
                            writer.Close();
                        }
                        stream.Close();
                    }
                }
                else                    //For the scene object.
                {
                    path = EditorUtility.SaveFilePanel("Save Script", "Assets", fileName + ".cs", "cs");
                    if (informations != null)
                    {
                        uNodeEditor.SavedData.RegisterGraphInfos(informations, script.graphOwner, path);
                    }
                    using (FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write)) {
                        using (StreamWriter writer = new StreamWriter(stream)) {
                            writer.Write(generatedScript);
                            writer.Close();
                        }
                        stream.Close();
                    }
                }
                AssetDatabase.Refresh();
                Debug.Log("Script saved to: " + Path.GetFullPath(path));
                EditorUtility.ClearProgressBar();
            }
            catch {
                EditorUtility.ClearProgressBar();
                Debug.LogError("Aborting Generating C# Script because have error.");
                throw;
            } finally {
                if (renamedRoot)
                {
                    renamedRoot.Name = "";
                }
                if (prefabContent != null)
                {
                    PrefabUtility.UnloadPrefabContents(prefabContent);
                }
            }
        }
示例#5
0
        public static void GenerateCSharpScriptForSceneGraphs()
        {
            DeleteGeneratedCSharpScriptForScenes();            //Removing previous files so there's no outdated scripts
            var scenes = EditorBuildSettings.scenes;
            var dir    = generatedPath + Path.DirectorySeparatorChar + "Scripts.Scenes";

            // uNodeEditorUtility.FindAssetsByType<SceneAsset>();
            for (int i = 0; i < scenes.Length; i++)
            {
                var scene      = scenes[i];
                var sceneAsset = AssetDatabase.LoadAssetAtPath <SceneAsset>(scene.path);
                if (sceneAsset == null || !scene.enabled)
                {
                    continue;
                }
                EditorUtility.DisplayProgressBar($"Loading Scene: {sceneAsset.name} {i+1}-{scenes.Length}", "", 0);
                while (uNodeThreadUtility.IsNeedUpdate())
                {
                    uNodeThreadUtility.Update();
                }
                GraphUtility.DestroyTempGraph();
                var currentScene = EditorSceneManager.OpenScene(scene.path);
                var graphs       = GameObject.FindObjectsOfType <uNodeComponentSystem>().Select(item => item.gameObject).Distinct().ToArray();
                var scripts      = new List <CodeGenerator.GeneratedData>();
                int count        = 0;
                foreach (var graph in graphs)
                {
                    count++;
                    scripts.Add(GenerationUtility.GenerateCSharpScript(graph, true, (progress, info) => {
                        EditorUtility.DisplayProgressBar($"Generating C# for: {sceneAsset.name} {i+1}-{scenes.Length} current: {count}-{graphs.Length}", info, progress);
                    }));
                }
                while (uNodeThreadUtility.IsNeedUpdate())
                {
                    uNodeThreadUtility.Update();
                }
                GraphUtility.DestroyTempGraph();
                EditorSceneManager.SaveScene(currentScene);
                EditorUtility.DisplayProgressBar("Saving Scene Scripts", "", 1);
                Directory.CreateDirectory(dir);
                var startPath = Path.GetFullPath(dir) + Path.DirectorySeparatorChar;
                foreach (var script in scripts)
                {
                    var path  = startPath + currentScene.name + "_" + script.fileName + ".cs";
                    int index = 1;
                    while (File.Exists(path))                     //Ensure name to be unique
                    {
                        path = startPath + currentScene.name + "_" + script.fileName + index + ".cs";
                        index++;
                    }
                    using (StreamWriter sw = new StreamWriter(path)) {
                        List <ScriptInformation> informations;
                        var generatedScript = script.ToScript(out informations);
                        if (informations != null)
                        {
                            uNodeEditor.SavedData.RegisterGraphInfos(informations, script.graphOwner, path);
                        }
                        sw.Write(GenerationUtility.ConvertLineEnding(generatedScript, false));
                        sw.Close();
                    }
                }
            }
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            EditorUtility.ClearProgressBar();
            Debug.Log("Successful generating scenes script, existing scenes graphs will run with native c#." +
                      "\nRemember to compiles the graph again if you made a changes to a graphs to keep the script up to date." +
                      "\nRemoving generated scripts will makes the graph to run with reflection again." +
                      "\nGenerated scenes script can be found on: " + dir);
        }