private static void SetSceneCell(GridLayout grid, Transform parent, Vector3Int position, GameObject go, Vector3 offset, Vector3 scale, Quaternion orientation) { if (parent == null || go == null) { return; } GameObject instance = null; if (/*PrefabUtility.GetPrefabType(go)*/ PrefabUtility.GetPrefabAssetType(go) == /*PrefabType.Prefab*/ PrefabAssetType.Regular) { instance = (GameObject)PrefabUtility.InstantiatePrefab(go); } else { instance = Instantiate(go); instance.hideFlags = HideFlags.None; instance.name = go.name; } Undo.RegisterCreatedObjectUndo(instance, "Paint GameObject"); instance.transform.SetParent(parent); instance.transform.position = grid.LocalToWorld(grid.CellToLocalInterpolated(new Vector3Int(position.x, position.y, position.z) + new Vector3(.5f, .5f, .5f))); instance.transform.localRotation = orientation; instance.transform.localScale = scale; instance.transform.Translate(offset); }
void CalculatePrefabStatus() { m_PlayModeObjects = false; m_IsAsset = false; m_ImmutableSelf = false; m_ImmutableSourceAsset = false; m_IsDisconnected = false; m_IsMissing = false; m_IsPrefabInstanceAnyRoot = true; m_IsPrefabInstanceOutermostRoot = true; m_AllOfSamePrefabType = true; PrefabAssetType firstType = PrefabUtility.GetPrefabAssetType(targets[0]); PrefabInstanceStatus firstStatus = PrefabUtility.GetPrefabInstanceStatus(targets[0]); foreach (var o in targets) { var go = (GameObject)o; PrefabAssetType type = PrefabUtility.GetPrefabAssetType(go); PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(go); if (type != firstType || status != firstStatus) { m_AllOfSamePrefabType = false; } if (Application.IsPlaying(go)) { m_PlayModeObjects = true; } if (!PrefabUtility.IsAnyPrefabInstanceRoot(go)) { m_IsPrefabInstanceAnyRoot = false; // Conservative is false if any is false } if (!m_IsPrefabInstanceAnyRoot || !PrefabUtility.IsOutermostPrefabInstanceRoot(go)) { m_IsPrefabInstanceOutermostRoot = false; // Conservative is false if any is false } if (PrefabUtility.IsPartOfPrefabAsset(go)) { m_IsAsset = true; // Conservative is true if any is true } if (m_IsAsset && PrefabUtility.IsPartOfImmutablePrefab(go)) { m_ImmutableSelf = true; // Conservative is true if any is true } GameObject originalSourceOrVariant = PrefabUtility.GetOriginalSourceOrVariantRoot(go); if (originalSourceOrVariant != null && PrefabUtility.IsPartOfImmutablePrefab(originalSourceOrVariant)) { m_ImmutableSourceAsset = true; // Conservative is true if any is true } if (PrefabUtility.IsDisconnectedFromPrefabAsset(go)) { m_IsDisconnected = true; } if (PrefabUtility.IsPrefabAssetMissing(go)) { m_IsMissing = true; } } }
void CachePrefabHeaderText(StageNavigationItem stage) { if (!stage.isPrefabStage) { return; } var prefabStage = stage.prefabStage; if (prefabStage == null) { return; } var prefabAssetPath = prefabStage.prefabAssetPath; m_PrefabHeaderContent = new GUIContent(); m_PrefabHeaderContent.text = System.IO.Path.GetFileNameWithoutExtension(prefabAssetPath); // Make room for version control overlay icons. // GUIStyles don't allow controlling the space between icon and text. // We could add spacing by splitting text and icon into two rects and two draw operations, // but just adding a space character is a lot simpler and ends up amounting to the same thing. // This is cached text so there is minimal overhead. if (VersionControl.Provider.isActive) { m_PrefabHeaderContent.text = " " + m_PrefabHeaderContent.text; } PrefabUtility.GetPrefabAssetType(prefabStage.prefabContentsRoot); m_PrefabHeaderContent.image = prefabStage.prefabFileIcon; if (!stage.prefabAssetExists) { m_PrefabHeaderContent.tooltip = L10n.Tr("Prefab asset has been deleted"); } if (PrefabStageUtility.GetCurrentPrefabStage().HasSceneBeenModified()) { m_PrefabHeaderContent.text += "*"; } }
void CalculatePrefabStatus() { m_IsPrefabInstanceAnyRoot = false; m_IsAsset = false; m_AllOfSamePrefabType = true; PrefabAssetType firstType = PrefabUtility.GetPrefabAssetType(targets[0]); PrefabInstanceStatus firstStatus = PrefabUtility.GetPrefabInstanceStatus(targets[0]); foreach (GameObject go in targets) { PrefabAssetType type = PrefabUtility.GetPrefabAssetType(go); PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(go); if (type != firstType || status != firstStatus) { m_AllOfSamePrefabType = false; } if (PrefabUtility.IsAnyPrefabInstanceRoot(go)) { m_IsPrefabInstanceAnyRoot = true; } if (m_IsPrefabInstanceAnyRoot) { m_IsPrefabInstanceOutermostRoot = PrefabUtility.IsOutermostPrefabInstanceRoot(go); } if (PrefabUtility.IsPartOfPrefabAsset(go)) { m_IsAsset = true; } if (m_IsAsset && PrefabUtility.IsPartOfImmutablePrefab(go)) { m_ImmutableSelf = true; } GameObject originalSourceOrVariant = PrefabUtility.GetOriginalSourceOrVariantRoot(go); if (originalSourceOrVariant != null && PrefabUtility.IsPartOfImmutablePrefab(originalSourceOrVariant)) { m_ImmutableSourceAsset = true; } } }
internal static UInt64 GetOrGenerateFileIDHint(UnityEngine.Object obj) { UInt64 fileID = Unsupported.GetFileIDHint(obj); if (fileID == 0) { // GenerateFileIDHint only work on saved nested prefabs instances. var instanceHandle = PrefabUtility.GetPrefabInstanceHandle(obj); if (instanceHandle != null) { bool isPrefabInstanceSaved = Unsupported.GetFileIDHint(instanceHandle) != 0; if (isPrefabInstanceSaved && PrefabUtility.IsPartOfNonAssetPrefabInstance(obj) && PrefabUtility.GetPrefabAssetType(obj) != PrefabAssetType.MissingAsset) { fileID = Unsupported.GenerateFileIDHint(obj); } } } return(fileID); }
private void DoPrefabButtons() { if (!m_IsPrefabInstanceAnyRoot || m_IsAsset) { return; } using (new EditorGUI.DisabledScope(m_PlayModeObjects)) { EditorGUILayout.BeginHorizontal(Styles.prefabButtonsHorizontalLayout); // Prefab information PrefabAssetType singlePrefabType = PrefabUtility.GetPrefabAssetType(target); PrefabInstanceStatus singleInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(target); GUIContent prefixLabel; if (targets.Length > 1) { prefixLabel = Styles.goTypeLabelMultiple; } else { prefixLabel = Styles.goTypeLabel[(int)singlePrefabType, (int)singleInstanceStatus]; } if (prefixLabel != null) { EditorGUILayout.BeginHorizontal(GUILayout.Width(kIconSize + Styles.tagFieldWidth)); GUILayout.FlexibleSpace(); if (m_IsDisconnected || m_IsMissing) { GUI.contentColor = GUI.skin.GetStyle("CN StatusWarn").normal.textColor; GUILayout.Label(prefixLabel, EditorStyles.whiteLabel, GUILayout.ExpandWidth(false)); GUI.contentColor = Color.white; } else { GUILayout.Label(prefixLabel, GUILayout.ExpandWidth(false)); } EditorGUILayout.EndHorizontal(); } if (!m_IsMissing) { using (new EditorGUI.DisabledScope(targets.Length > 1)) { if (singlePrefabType == PrefabAssetType.Model) { // Open Model Prefab if (GUILayout.Button(Styles.openString, EditorStyles.miniButtonLeft)) { GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target); AssetDatabase.OpenAsset(asset); GUIUtility.ExitGUI(); } } else { // Open non-Model Prefab using (new EditorGUI.DisabledScope(m_ImmutableSourceAsset)) { if (GUILayout.Button(Styles.openString, EditorStyles.miniButtonLeft)) { GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target); PrefabStageUtility.OpenPrefab(AssetDatabase.GetAssetPath(asset), (GameObject)target, StageNavigationManager.Analytics.ChangeType.EnterViaInstanceInspectorOpenButton); GUIUtility.ExitGUI(); } } } } // Select prefab if (GUILayout.Button(Styles.selectString, EditorStyles.miniButtonRight)) { HashSet <GameObject> selectedAssets = new HashSet <GameObject>(); for (int i = 0; i < targets.Length; i++) { GameObject prefabGo = PrefabUtility.GetOriginalSourceOrVariantRoot(targets[i]); // Because of legacy prefab references we have to have this extra step // to make sure we ping the prefab asset correctly. // Reason is that scene files created prior to making prefabs CopyAssets // will reference prefabs as if they are serialized assets. Those references // works fine but we are not able to ping objects loaded directly from the asset // file, so we have to make sure we ping the metadata version of the prefab. var assetPath = AssetDatabase.GetAssetPath(prefabGo); selectedAssets.Add((GameObject)AssetDatabase.LoadMainAssetAtPath(assetPath)); } Selection.objects = selectedAssets.ToArray(); if (Selection.gameObjects.Length == 1) { EditorGUIUtility.PingObject(Selection.activeObject); } } // Should be EditorGUILayout.Space, except it does not have ExpandWidth set to false. // Maybe we can change that? GUILayoutUtility.GetRect(6, 6, GUILayout.ExpandWidth(false)); // Reserve space regardless of whether the button is there or not to avoid jumps in button sizes. Rect rect = GUILayoutUtility.GetRect(Styles.overridesContent, Styles.overridesDropdown); if (m_IsPrefabInstanceOutermostRoot) { if (EditorGUI.DropdownButton(rect, Styles.overridesContent, FocusType.Passive)) { if (targets.Length > 1) { PopupWindow.Show(rect, new PrefabOverridesWindow(targets.Select(e => (GameObject)e).ToArray())); } else { PopupWindow.Show(rect, new PrefabOverridesWindow((GameObject)target)); } GUIUtility.ExitGUI(); } } } EditorGUILayout.EndHorizontal(); } }
private void DoPrefabButtons(GameObject go) { // @TODO: If/when we support multi-editing of prefab/model instances, // handle it here. Only show prefab bar if all are same type? if (!m_IsPrefabInstanceAnyRoot) { return; } using (new EditorGUI.DisabledScope(EditorApplication.isPlayingOrWillChangePlaymode && PrefabStageUtility.GetPrefabStage(go) == null)) { EditorGUILayout.BeginHorizontal(s_Styles.prefabButtonsHorizontalLayout); // Prefab information PrefabAssetType prefabType = PrefabUtility.GetPrefabAssetType(go); PrefabInstanceStatus instanceStatus = PrefabUtility.GetPrefabInstanceStatus(go); GUIContent prefixLabel; if (targets.Length > 1) { prefixLabel = s_Styles.goTypeLabelMultiple; } else { prefixLabel = s_Styles.goTypeLabel[(int)prefabType, (int)instanceStatus]; } if (prefixLabel != null) { EditorGUILayout.BeginHorizontal(GUILayout.Width(kIconSize + s_Styles.tagFieldWidth)); GUILayout.FlexibleSpace(); if (PrefabUtility.IsDisconnectedFromPrefabAsset(go) || PrefabUtility.IsPrefabAssetMissing(go)) { GUI.contentColor = GUI.skin.GetStyle("CN StatusWarn").normal.textColor; GUILayout.Label(prefixLabel, EditorStyles.whiteLabel, GUILayout.ExpandWidth(false)); GUI.contentColor = Color.white; } else { GUILayout.Label(prefixLabel, GUILayout.ExpandWidth(false)); } EditorGUILayout.EndHorizontal(); } if (targets.Length > 1) { GUILayout.Label("Instance Management Disabled", s_Styles.instanceManagementInfo); } else { if (!PrefabUtility.IsPrefabAssetMissing(go)) { if (prefabType == PrefabAssetType.Model) { // Open Model Prefab if (GUILayout.Button("Open", "MiniButtonLeft")) { GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target); AssetDatabase.OpenAsset(asset); GUIUtility.ExitGUI(); } } else { // Open non-Model Prefab using (new EditorGUI.DisabledScope(m_ImmutableSourceAsset)) { if (GUILayout.Button("Open", "MiniButtonLeft")) { GameObject asset = PrefabUtility.GetOriginalSourceOrVariantRoot(target); PrefabStageUtility.OpenPrefab(AssetDatabase.GetAssetPath(asset), (GameObject)target, StageNavigationManager.Analytics.ChangeType.EnterViaInstanceInspectorOpenButton); GUIUtility.ExitGUI(); } } } // Select prefab if (GUILayout.Button("Select", "MiniButtonRight")) { Selection.activeObject = PrefabUtility.GetOriginalSourceOrVariantRoot(target); // Because of legacy prefab references we have to have this extra step // to make sure we ping the prefab asset correctly. // Reason is that scene files created prior to making prefabs CopyAssets // will reference prefabs as if they are serialized assets. Those references // works fine but we are not able to ping objects loaded directly from the asset // file, so we have to make sure we ping the metadata version of the prefab. var assetPath = AssetDatabase.GetAssetPath(Selection.activeObject); Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(assetPath); EditorGUIUtility.PingObject(Selection.activeObject); } // Should be EditorGUILayout.Space, except it does not have ExpandWidth set to false. // Maybe we can change that? GUILayoutUtility.GetRect(6, 6, GUILayout.ExpandWidth(false)); // Reserve space regardless of whether the button is there or not to avoid jumps in button sizes. Rect rect = GUILayoutUtility.GetRect(s_Styles.overridesContent, s_Styles.overridesDropdown); if (m_IsPrefabInstanceOutermostRoot) { if (EditorGUI.DropdownButton(rect, s_Styles.overridesContent, FocusType.Passive)) { PopupWindow.Show(rect, new PrefabOverridesWindow(go)); GUIUtility.ExitGUI(); } } } } EditorGUILayout.EndHorizontal(); } }
internal static void CreateEmptyParent() { Transform[] selected = Selection.transforms; GameObject defaultParentObject = SceneView.GetDefaultParentObjectIfSet()?.gameObject; string defaultParentObjectSceneGUID = defaultParentObject?.scene.guid; // Clear default parent object so we could always reparent and move the new parent to the scene we need if (defaultParentObject != null) { SceneHierarchy.ClearDefaultParentObject(defaultParentObjectSceneGUID); } // If selected object is a prefab, get the its root object if (selected.Length > 0) { for (int i = 0; i < selected.Length; i++) { if (PrefabUtility.GetPrefabAssetType(selected[i].gameObject) != PrefabAssetType.NotAPrefab) { selected[i] = PrefabUtility.GetOutermostPrefabInstanceRoot(selected[i].gameObject).transform; } } } // Selection.transform does not provide correct list order, so we have to do it manually selected = selected.ToList().OrderBy(g => g.GetSiblingIndex()).ToArray(); GameObject go = ObjectFactory.CreateGameObject("GameObject"); if (Selection.activeGameObject == null && Selection.gameObjects != null) { Selection.activeGameObject = Selection.gameObjects[0]; } if (Selection.activeGameObject != null) { go.transform.position = Selection.activeGameObject.transform.position; } GameObject parent = Selection.activeTransform != null ? Selection.activeTransform.gameObject : null; Transform sibling = null; if (parent != null) { sibling = parent.transform; parent = parent.transform.parent != null ? parent.transform.parent.gameObject : null; } Place(go, parent, false); var rectTransform = go.GetComponent <RectTransform>(); // If new parent is RectTransform, make sure its position and size matches child rect transforms if (rectTransform != null && selected != null && selected.Length > 0) { CenterRectTransform(selected, rectTransform); } if (parent == null && sibling != null) { Undo.MoveGameObjectToScene(go, sibling.gameObject.scene, "Move To Scene"); } if (parent == null && sibling == null) { go.transform.SetAsLastSibling(); } else { go.transform.MoveAfterSibling(sibling, true); } // At this point, RecordStructureChange is already ongoing (from the CreateGameObject call). // We need to flush the stack to finalise the RecordStructureChange before any of following SetTransformParent calls takes place. Undo.FlushTrackedObjects(); // Put gameObjects under a created parent if (selected.Length > 0) { foreach (var gameObject in selected) { if (gameObject != null) { Undo.SetTransformParent(gameObject.transform, go.transform, "Reparenting"); gameObject.transform.SetAsLastSibling(); } } SceneHierarchyWindow.lastInteractedHierarchyWindow.SetExpanded(go.GetInstanceID(), true); } // Set back default parent object if we have one if (defaultParentObject != null) { SceneHierarchy.UpdateSessionStateInfoAndActiveParentObjectValuesForScene(defaultParentObjectSceneGUID, defaultParentObject.GetInstanceID()); } }
internal static void CreateEmptyParent() { Transform[] selected = Selection.transforms; // If selected object is a prefab, get the its root object if (selected.Length > 0) { for (int i = 0; i < selected.Length; i++) { if (PrefabUtility.GetPrefabAssetType(selected[i].gameObject) != PrefabAssetType.NotAPrefab) { selected[i] = PrefabUtility.GetOutermostPrefabInstanceRoot(selected[i].gameObject).transform; } } } // Selection.transform does not provide correct list order, so we have to do it manually selected = selected.ToList().OrderBy(g => g.GetSiblingIndex()).ToArray(); GameObject parent = Selection.activeTransform != null ? Selection.activeTransform.gameObject : null; Transform sibling = null; if (parent != null) { sibling = parent.transform; parent = parent.transform.parent != null ? parent.transform.parent.gameObject : null; } GameObject go = ObjectFactory.CreateGameObject("GameObject"); Place(go, parent); if (parent == null && sibling != null) { Undo.MoveGameObjectToScene(go, sibling.gameObject.scene, "Move To Scene"); } if (parent == null && sibling == null) { go.transform.SetAsLastSibling(); } else { go.transform.MoveAfterSibling(sibling, true); } // Put gameObjects under a created parent if (selected.Length > 0) { foreach (var gameObject in selected) { if (gameObject != null) { Undo.SetTransformParent(gameObject.transform, go.transform, "Reparenting"); gameObject.transform.SetAsLastSibling(); } } SceneHierarchyWindow.lastInteractedHierarchyWindow.SetExpanded(go.GetInstanceID(), true); } }