NLDClient-yudde/ProjectNLD/Assets/Editor/SkillEditor/ScriptableObjectCreator.cs

101 lines
4.0 KiB
C#

#if UNITY_EDITOR
using Sirenix.OdinInspector.Editor;
using Sirenix.Utilities;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
//
// With our custom RPG Editor window, this ScriptableObjectCreator is a replacement for the [CreateAssetMenu] attribute Unity provides.
//
// For instance, if we call ScriptableObjectCreator.ShowDialog<Item>(..., ...), it will automatically find all
// ScriptableObjects in your project that inherits from Item and prompts the user with a popup where he
// can choose the type of item he wants to create. We then also provide the ShowDialog with a default path,
// to help the user create it in a specific directory.
//
public static class ScriptableObjectCreator
{
public static void ShowDialog<T>(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
where T : ScriptableObject
{
var selector = new ScriptableObjectSelector<T>(defaultDestinationPath, onScritpableObjectCreated);
if (selector.SelectionTree.EnumerateTree().Count() == 1)
{
// If there is only one scriptable object to choose from in the selector, then
// we'll automatically select it and confirm the selection.
selector.SelectionTree.EnumerateTree().First().Select();
selector.SelectionTree.Selection.ConfirmSelection();
}
else
{
// Else, we'll open up the selector in a popup and let the user choose.
selector.ShowInPopup(200);
}
}
// Here is the actual ScriptableObjectSelector which inherits from OdinSelector.
// You can learn more about those in the documentation: http://sirenix.net/odininspector/documentation/sirenix/odininspector/editor/odinselector(t)
// This one builds a menu-tree of all types that inherit from T, and when the selection is confirmed, it then prompts the user
// with a dialog to save the newly created scriptable object.
private class ScriptableObjectSelector<T> : OdinSelector<Type> where T : ScriptableObject
{
private Action<T> onScritpableObjectCreated;
private string defaultDestinationPath;
public ScriptableObjectSelector(string defaultDestinationPath, Action<T> onScritpableObjectCreated = null)
{
this.onScritpableObjectCreated = onScritpableObjectCreated;
this.defaultDestinationPath = defaultDestinationPath;
this.SelectionConfirmed += this.ShowSaveFileDialog;
}
protected override void BuildSelectionTree(OdinMenuTree tree)
{
var scriptableObjectTypes = AssemblyUtilities.GetTypes(AssemblyTypeFlags.CustomTypes)
.Where(x => x.IsClass && !x.IsAbstract && x.InheritsFrom(typeof(T)));
tree.Selection.SupportsMultiSelect = false;
tree.Config.DrawSearchToolbar = true;
tree.AddRange(scriptableObjectTypes, x => x.GetNiceName())
.AddThumbnailIcons();
}
private void ShowSaveFileDialog(IEnumerable<Type> selection)
{
var obj = ScriptableObject.CreateInstance(selection.FirstOrDefault()) as T;
string dest = this.defaultDestinationPath.TrimEnd('/');
if (!Directory.Exists(dest))
{
Directory.CreateDirectory(dest);
AssetDatabase.Refresh();
}
dest = EditorUtility.SaveFilePanel("Save object as", dest, "New " + typeof(T).GetNiceName(), "asset");
if (!string.IsNullOrEmpty(dest) && PathUtilities.TryMakeRelative(Path.GetDirectoryName(Application.dataPath), dest, out dest))
{
AssetDatabase.CreateAsset(obj, dest);
AssetDatabase.Refresh();
if (this.onScritpableObjectCreated != null)
{
this.onScritpableObjectCreated(obj);
}
}
else
{
UnityEngine.Object.DestroyImmediate(obj);
}
}
}
}
#endif