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