NLDClient-yudde/ProjectNLD/Assets/Editor/LevelEditor/LevelEditorHelper.cs

222 lines
8.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Gameplay;
using TGS;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.EventSystems;
using Object = UnityEngine.Object;
public static class LevelEditorHelper
{
private const string LEVEL_TEMPLATE_PATH = "Assets/Scenes/Maps/Template/MapDefault/MapDefault.unity";
private const string MAP_FOLDER = "Assets/Scenes/Maps";
[MenuItem("Assets/创建地图场景")]
private static void CreateLevel()
{
var currDir = EditorUtil.GetCurrentAssetDirectory().Replace("\\", "/");
var dirName = Path.GetFileName(currDir);
var count = AssetDatabase.FindAssets("t:SceneAsset", new[] { currDir }).Length + 1;
var savePath = EditorUtil.GetAssetUniquePath($"{currDir}/{dirName}_{count}.unity", out var assetName);
AssetDatabase.CopyAsset(LEVEL_TEMPLATE_PATH, savePath);
var newScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(savePath);
EditorGUIUtility.PingObject(newScene);
}
private static string[] GetAllMapScenes(bool includeTemplate = false)
{
var guids = AssetDatabase.FindAssets("t:SceneAsset", new[] { MAP_FOLDER });
return guids.Select(AssetDatabase.GUIDToAssetPath).Where(path => includeTemplate || !path.Contains("Template")).ToArray();
}
private static string[] GetAllPostProcessedMapScenes()
{
var mapScenes = GetAllMapScenes();
var result = mapScenes.Select(PostProcessData.Instance.GetPostProcessedPath).ToArray();
return result;
}
private static List<string> GetModifiedScenes()
{
var scenePaths = GetAllMapScenes();
return scenePaths.Where(path => PostProcessData.Instance.ShouldPostProcess(path)).ToList();
}
//[MenuItem("Tools/地图场景/设置所有场景后处理指导")]
private static void SetAllMapInstructor()
{
var scenePaths = GetAllMapScenes();
foreach (var scenePath in scenePaths)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
EditorSceneManager.MarkSceneDirty(scene);
var instructor = PostProcessor.FindInstructorInScene(scene);
if (instructor == null)
{
continue;
}
EditorUtility.SetDirty(instructor);
var groundObject = instructor.combinedObjectsRoot.Find("GroundObject");
if (groundObject)
{
instructor.rootsToCombine.Add(groundObject);
}
var fog = instructor.combinedObjectsRoot.Find("Fog");
if (fog)
{
instructor.fog = fog.gameObject;
}
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
}
//[MenuItem("Tools/地图场景/删除所有地图EventSystem")]
private static void DeleteAllEventSystem()
{
var scenePaths = GetAllMapScenes();
foreach (var scenePath in scenePaths)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
EditorSceneManager.MarkSceneDirty(scene);
var eventSystem = CommonUtils.GetSceneRootComponent<EventSystem>(scene);
if (eventSystem)
Object.DestroyImmediate(eventSystem.gameObject);
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
var postProcessedMapScene = GetAllPostProcessedMapScenes();
foreach (var scenePath in postProcessedMapScene)
{
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
EditorSceneManager.MarkSceneDirty(scene);
var eventSystem = CommonUtils.GetSceneRootComponent<EventSystem>(scene);
if (eventSystem)
Object.DestroyImmediate(eventSystem.gameObject);
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
PostProcessData.Instance.ReCalculateHashCode();
}
[MenuItem("Tools/地图场景/后处理所有场景")]
private static void PostProcessAllMap()
{
var scenePaths = GetModifiedScenes();
if (EditorUtility.DisplayDialog("后处理所有地图场景", $"当前有修改的地图场景有:{scenePaths.Count}个,是否批量执行?",
"确认", "取消"))
{
int index = 0;
foreach (var scenePath in scenePaths)
{
EditorUtility.DisplayProgressBar("后处理所有地图场景", $"当前场景路径:{scenePath} {index + 1}/{scenePaths.Count}",
(index + 1) / (float)scenePaths.Count);
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
try
{
ObjectPostProcessorManager.Instance.PostProcess(scene, true);
}
catch (Exception e)
{
Debug.LogError($"{e.Message} \r\n {e.StackTrace}");
}
finally
{
EditorSceneManager.CloseScene(scene, true);
}
index++;
}
EditorUtility.ClearProgressBar();
Debug.Log("执行所有地图后处理完成!");
}
}
// [MenuItem("Tools/Addressables/转移所有场景到组的根部")]
private static void MoveAllScenesToAddressableGroupRoot()
{
#if USE_ADDRESSABLES
var settings = AddressableAssetSettingsDefaultObject.Settings;
EditorUtility.SetDirty(settings);
List<AddressableAssetEntry> entries = new();
foreach (var group in settings.groups)
{
entries.Clear();
group.GatherAllAssets(entries, true, true, false, e => e.MainAssetType == typeof(SceneAsset) || e.IsFolder);
entries = entries.Where(e => e.MainAssetType == typeof(SceneAsset)).ToList();
if (entries.Count > 0)
{
EditorUtility.SetDirty(group);
foreach (var sceneEntry in entries)
{
settings.MoveEntry(sceneEntry, group);
}
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
#endif
}
// [MenuItem("Tools/Addressables/修改所有group下载信息")]
private static void ModifyAllGroupDownloadInfo()
{
#if USE_ADDRESSABLES
var settings = AddressableAssetSettingsDefaultObject.Settings;
EditorUtility.SetDirty(settings);
foreach (var group in settings.groups)
{
EditorUtility.SetDirty(group);
var schema = group.GetSchema<BundledAssetGroupSchema>();
if (schema)
{
EditorUtility.SetDirty(schema);
schema.RetryCount = 3;
schema.Timeout = 5;
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
#endif
}
private static string[] GetAllOriginalAndProcessedMap()
{
var originalMap = GetAllMapScenes(true);
var processedMap = GetAllPostProcessedMapScenes();
return originalMap.Concat(processedMap).ToArray();
}
[MenuItem("Tools/地图场景/修改所有场景TGS边框厚度")]
private static void ModifyAllOriginalAndProcessedMapTGSThickness()
{
var maps = GetAllOriginalAndProcessedMap();
foreach (var map in maps)
{
var scene = EditorSceneManager.OpenScene(map, OpenSceneMode.Additive);
var tgs = CommonUtils.GetSceneRootComponent<TerrainGridSystem>(scene);
if (tgs)
{
tgs.cellBorderThickness = 0.04f;
}
EditorSceneManager.SaveScene(scene);
EditorSceneManager.CloseScene(scene, true);
}
PostProcessData.Instance.ReCalculateHashCode();
}
}