Pun-01/Assets/Photon/PhotonRealtime/Code/Unity/Editor/PhotonEditorUtils.cs
2022-07-08 09:14:55 +08:00

333 lines
13 KiB
C#

// ----------------------------------------------------------------------------
// <copyright file="PhotonEditorUtils.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Unity Editor Utils
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
#pragma warning disable 618 // Deprecation warnings
#if UNITY_2017_4_OR_NEWER
#define SUPPORTED_UNITY
#endif
#if UNITY_EDITOR
namespace Photon.Realtime
{
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Text;
using UnityEngine.Networking;
[InitializeOnLoad]
public static class PhotonEditorUtils
{
/// <summary>Stores a flag which tells Editor scripts if the PhotonEditor.OnProjectChanged got called since initialization.</summary>
/// <remarks>If not, the AssetDatabase is likely not usable yet and instances of ScriptableObject can't be loaded.</remarks>
public static bool ProjectChangedWasCalled;
/// <summary>True if the ChatClient of the Photon Chat API is available. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasChat;
/// <summary>True if the VoiceClient of the Photon Voice API is available. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasVoice;
/// <summary>True if PUN is in the project.</summary>
public static bool HasPun;
/// <summary>True if Photon Fusion is available in the project (and enabled).</summary>
public static bool HasFusion;
/// <summary>True if the PhotonEditorUtils checked the available products / APIs. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasCheckedProducts;
static PhotonEditorUtils()
{
HasVoice = Type.GetType("Photon.Voice.VoiceClient, Assembly-CSharp") != null || Type.GetType("Photon.Voice.VoiceClient, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Voice.VoiceClient, PhotonVoice.API") != null;
HasChat = Type.GetType("Photon.Chat.ChatClient, Assembly-CSharp") != null || Type.GetType("Photon.Chat.ChatClient, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Chat.ChatClient, PhotonChat") != null;
HasPun = Type.GetType("Photon.Pun.PhotonNetwork, Assembly-CSharp") != null || Type.GetType("Photon.Pun.PhotonNetwork, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Pun.PhotonNetwork, PhotonUnityNetworking") != null;
#if FUSION_WEAVER
HasFusion = true;
#endif
PhotonEditorUtils.HasCheckedProducts = true;
if (EditorPrefs.HasKey("DisablePun") && EditorPrefs.GetBool("DisablePun"))
{
HasPun = false;
}
if (HasPun)
{
// MOUNTING SYMBOLS
#if !PHOTON_UNITY_NETWORKING
AddScriptingDefineSymbolToAllBuildTargetGroups("PHOTON_UNITY_NETWORKING");
#endif
#if !PUN_2_0_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_0_OR_NEWER");
#endif
#if !PUN_2_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_OR_NEWER");
#endif
#if !PUN_2_19_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_19_OR_NEWER");
#endif
}
}
/// <summary>
/// Adds a given scripting define symbol to all build target groups
/// You can see all scripting define symbols ( not the internal ones, only the one for this project), in the PlayerSettings inspector
/// </summary>
/// <param name="defineSymbol">Define symbol.</param>
public static void AddScriptingDefineSymbolToAllBuildTargetGroups(string defineSymbol)
{
foreach (BuildTarget target in Enum.GetValues(typeof(BuildTarget)))
{
BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
if (group == BuildTargetGroup.Unknown)
{
continue;
}
var defineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';').Select(d => d.Trim()).ToList();
if (!defineSymbols.Contains(defineSymbol))
{
defineSymbols.Add(defineSymbol);
try
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, string.Join(";", defineSymbols.ToArray()));
}
catch (Exception e)
{
Debug.Log("Could not set Photon " + defineSymbol + " defines for build target: " + target + " group: " + group + " " + e);
}
}
}
}
/// <summary>
/// Removes PUN2's Script Define Symbols from project
/// </summary>
public static void CleanUpPunDefineSymbols()
{
foreach (BuildTarget target in Enum.GetValues(typeof(BuildTarget)))
{
BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
if (group == BuildTargetGroup.Unknown)
{
continue;
}
var defineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group)
.Split(';')
.Select(d => d.Trim())
.ToList();
List<string> newDefineSymbols = new List<string>();
foreach (var symbol in defineSymbols)
{
if ("PHOTON_UNITY_NETWORKING".Equals(symbol) || symbol.StartsWith("PUN_2_"))
{
continue;
}
newDefineSymbols.Add(symbol);
}
try
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, string.Join(";", newDefineSymbols.ToArray()));
}
catch (Exception e)
{
Debug.LogErrorFormat("Could not set clean up PUN2's define symbols for build target: {0} group: {1}, {2}", target, group, e);
}
}
}
/// <summary>
/// Gets the parent directory of a path. Recursive Function, will return null if parentName not found
/// </summary>
/// <returns>The parent directory</returns>
/// <param name="path">Path.</param>
/// <param name="parentName">Parent name.</param>
public static string GetParent(string path, string parentName)
{
var dir = new DirectoryInfo(path);
if (dir.Parent == null)
{
return null;
}
if (string.IsNullOrEmpty(parentName))
{
return dir.Parent.FullName;
}
if (dir.Parent.Name == parentName)
{
return dir.Parent.FullName;
}
return GetParent(dir.Parent.FullName, parentName);
}
/// <summary>
/// Check if a GameObject is a prefab asset or part of a prefab asset, as opposed to an instance in the scene hierarchy
/// </summary>
/// <returns><c>true</c>, if a prefab asset or part of it, <c>false</c> otherwise.</returns>
/// <param name="go">The GameObject to check</param>
public static bool IsPrefab(GameObject go)
{
#if UNITY_2021_2_OR_NEWER
return UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(go) != null || EditorUtility.IsPersistent(go);
#elif UNITY_2018_3_OR_NEWER
return UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(go) != null || EditorUtility.IsPersistent(go);
#else
return EditorUtility.IsPersistent(go);
#endif
}
//https://forum.unity.com/threads/using-unitywebrequest-in-editor-tools.397466/#post-4485181
public static void StartCoroutine(System.Collections.IEnumerator update)
{
EditorApplication.CallbackFunction closureCallback = null;
closureCallback = () =>
{
try
{
if (update.MoveNext() == false)
{
EditorApplication.update -= closureCallback;
}
}
catch (Exception ex)
{
Debug.LogException(ex);
EditorApplication.update -= closureCallback;
}
};
EditorApplication.update += closureCallback;
}
public static System.Collections.IEnumerator HttpPost(string url, Dictionary<string, string> headers, byte[] payload, Action<string> successCallback, Action<string> errorCallback)
{
using (UnityWebRequest w = new UnityWebRequest(url, "POST"))
{
if (payload != null)
{
w.uploadHandler = new UploadHandlerRaw(payload);
}
w.downloadHandler = new DownloadHandlerBuffer();
if (headers != null)
{
foreach (var header in headers)
{
w.SetRequestHeader(header.Key, header.Value);
}
}
#if UNITY_2017_2_OR_NEWER
yield return w.SendWebRequest();
#else
yield return w.Send();
#endif
while (w.isDone == false)
yield return null;
#if UNITY_2020_2_OR_NEWER
if (w.result == UnityWebRequest.Result.ProtocolError || w.result == UnityWebRequest.Result.ConnectionError || w.result == UnityWebRequest.Result.DataProcessingError)
#elif UNITY_2017_1_OR_NEWER
if (w.isNetworkError || w.isHttpError)
#endif
{
if (errorCallback != null)
{
errorCallback(w.error);
}
}
else
{
if (successCallback != null)
{
successCallback(w.downloadHandler.text);
}
}
}
}
/// <summary>
/// Creates a Foldout using a toggle with (GUIStyle)"Foldout") and a separate label. This is a workaround for 2019.3 foldout arrows not working.
/// </summary>
/// <param name="isExpanded"></param>
/// <param name="label"></param>
/// <returns>Returns the new isExpanded value.</returns>
public static bool Foldout(this SerializedProperty isExpanded, GUIContent label)
{
var rect = EditorGUILayout.GetControlRect();
bool newvalue = EditorGUI.Toggle(new Rect(rect) { xMin = rect.xMin + 2 }, GUIContent.none, isExpanded.boolValue, (GUIStyle)"Foldout");
EditorGUI.LabelField(new Rect(rect) { xMin = rect.xMin + 15 }, label);
if (newvalue != isExpanded.boolValue)
{
isExpanded.boolValue = newvalue;
isExpanded.serializedObject.ApplyModifiedProperties();
}
return newvalue;
}
/// <summary>
/// Creates a Foldout using a toggle with (GUIStyle)"Foldout") and a separate label. This is a workaround for 2019.3 foldout arrows not working.
/// </summary>
/// <param name="isExpanded"></param>
/// <param name="label"></param>
/// <returns>Returns the new isExpanded value.</returns>
public static bool Foldout(this bool isExpanded, GUIContent label)
{
var rect = EditorGUILayout.GetControlRect();
bool newvalue = EditorGUI.Toggle(new Rect(rect) { xMin = rect.xMin + 2 }, GUIContent.none, isExpanded, (GUIStyle)"Foldout");
EditorGUI.LabelField(new Rect(rect) { xMin = rect.xMin + 15 }, label);
return newvalue;
}
}
public class CleanUpDefinesOnPunDelete : UnityEditor.AssetModificationProcessor
{
public static AssetDeleteResult OnWillDeleteAsset(string assetPath, RemoveAssetOptions rao)
{
if ("Assets/Photon/PhotonUnityNetworking".Equals(assetPath))
{
PhotonEditorUtils.CleanUpPunDefineSymbols();
}
return AssetDeleteResult.DidNotDelete;
}
}
}
#endif