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189
Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs
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189
Assets/MeshBaker/Editor/MB_ReplacePrefabsInSceneEditorWindow.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using DigitalOpus.MB.Core;
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namespace DigitalOpus.MB.MBEditor
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{
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public class MB_ReplacePrefabsInSceneEditorWindow : EditorWindow
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{
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private MB_ReplacePrefabsSettings model;
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private SerializedObject soModel;
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private SerializedProperty prefabPairs;
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private SerializedProperty reverseSrcAndTarg;
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private SerializedProperty enforceSrcAndTargHaveSameStructure;
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Vector2 scrollViewPos;
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private string errorMessages;
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private string infoMessages;
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private GUIContent GUI_replacePefabsInScene = new GUIContent("Replace Prefabs In Scene", "This will find all instances of the source prefabs in the scene and replace them with instances of the target prefabs." +
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"Will attempt to copy component settings from the source to the target (ignoring references to project assets, those are left alone)." +
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"Prefabs should have identical hierarchy and components for the copy component settings to work.");
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private GUIContent GUI_switchSrcAndTarget = new GUIContent("Switch Source and Target Prefabs", "If this is checked then search the scene for target prefabs and replace them with source prefabs.");
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private GUIContent GUI_enforceSrcAndTargetHaveSameStructure = new GUIContent("Enforce Source And Target Have Same Structure", "If this is checked then prefab instances will only be replaced if they have the same hierarchy and components. \n\n" +
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"If it is not checked then prefabs can be very different and ONLY THE TRANSFORM, LAYERS, TAGS & STATIC FLAGS ARE COPIED.\n\n" +
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"WARNING THIS IS A DESTRUCTIVE OPERARTION! BACK UP YOUR SCENE FIRST.");
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[MenuItem("Window/Mesh Baker/Replace Prefabs In Scene")]
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public static void ShowWindow()
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{
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GetWindow<MB_ReplacePrefabsInSceneEditorWindow>(true, "Replace Prefabs In Scene", true).Show();
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}
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public static void ShowWindow(MB3_BatchPrefabBaker.MB3_PrefabBakerRow[] prefabPairs)
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{
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MB_ReplacePrefabsInSceneEditorWindow window = GetWindow<MB_ReplacePrefabsInSceneEditorWindow>(true, "Replace Prefabs In Scene", true);
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window.Show();
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MB_ReplacePrefabsSettings.PrefabPair[] pps = new MB_ReplacePrefabsSettings.PrefabPair[prefabPairs.Length];
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for (int i = 0; i < pps.Length; i++)
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{
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pps[i] = new MB_ReplacePrefabsSettings.PrefabPair()
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{
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enabled = true,
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srcPrefab = prefabPairs[i].sourcePrefab,
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targPrefab = prefabPairs[i].resultPrefab,
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};
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}
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window.model.prefabsToSwitch = pps;
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window.soModel.Update();
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}
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private void InitModel()
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{
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soModel = new SerializedObject(model);
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prefabPairs = soModel.FindProperty("prefabsToSwitch");
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reverseSrcAndTarg = soModel.FindProperty("reverseSrcAndTarg");
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enforceSrcAndTargHaveSameStructure = soModel.FindProperty("enforceSrcAndTargHaveSameStructure");
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infoMessages = "";
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errorMessages = "";
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}
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private void OnEnable()
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{
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minSize = new Vector2(800f, 290f);
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if (model == null)
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{
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model = ScriptableObject.CreateInstance<MB_ReplacePrefabsSettings>();
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// Set the Hide flags so that this windows data not destroyed when entering playmode or a new scene.
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model.hideFlags = HideFlags.DontSave;
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}
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InitModel();
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}
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private void OnGUI()
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{
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EditorGUILayout.BeginHorizontal();
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MB_ReplacePrefabsSettings newModel = (MB_ReplacePrefabsSettings)EditorGUILayout.ObjectField("Settings", model, typeof(MB_ReplacePrefabsSettings), false);
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if (newModel != model)
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{
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if (newModel != null)
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{
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model = newModel;
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}
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else
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{
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if (model == null) model = ScriptableObject.CreateInstance<MB_ReplacePrefabsSettings>();
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// Set the Hide flags so that this windows data not destroyed when entering playmode or a new scene.
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model.hideFlags = HideFlags.DontSave;
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}
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InitModel();
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}
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if (model != null)
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{
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if (GUILayout.Button("Save Settings", GUILayout.Width(200)))
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{
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string path = EditorUtility.SaveFilePanel("Save Settings", Application.dataPath, "ReplacePrefabSettings", "asset");
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if (path != null)
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{
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model.hideFlags = HideFlags.None;
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string relativepath = "Assets" + path.Substring(Application.dataPath.Length);
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Debug.Log("Saved: " + relativepath);
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AssetDatabase.CreateAsset(model, relativepath);
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}
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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soModel.Update();
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if (GUILayout.Button(GUI_replacePefabsInScene))
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{
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if (EditorUtility.DisplayDialog("Replace Prefabs In Scene",
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"Are you sure you want to replace all source prefab instances with the target prefab instances in this scene? \n\n" +
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"It is highly recommended that you back up your scene before doing this.", "OK", "Cancel"))
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{
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ReplacePrefabsInScene();
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}
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}
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float labelWidth = EditorGUIUtility.labelWidth;
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EditorGUIUtility.labelWidth = 300f;
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EditorGUILayout.PropertyField(reverseSrcAndTarg, GUI_switchSrcAndTarget);
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EditorGUILayout.PropertyField(enforceSrcAndTargHaveSameStructure, GUI_enforceSrcAndTargetHaveSameStructure);
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EditorGUIUtility.labelWidth = labelWidth;
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if (infoMessages != "" || errorMessages != "")
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{
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EditorGUILayout.HelpBox(errorMessages + "\n" + infoMessages, errorMessages == "" ? MessageType.Info : MessageType.Error);
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}
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scrollViewPos = EditorGUILayout.BeginScrollView(scrollViewPos);
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EditorGUILayout.PropertyField(prefabPairs, true);
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EditorGUILayout.EndScrollView();
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soModel.ApplyModifiedProperties();
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}
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private void ReplacePrefabsInScene()
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{
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MB_ReplacePrefabsInScene rp = new MB_ReplacePrefabsInScene();
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rp.replaceEnforceStructure = model.enforceSrcAndTargHaveSameStructure;
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int numReplaced = 0;
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int numErrors = 0;
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errorMessages = "";
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infoMessages = "";
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EditorUtility.DisplayProgressBar("Replace Prefabs In Scene", "Replace Prefabs In Scene", 0);
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for (int i = 0; i < model.prefabsToSwitch.Length; i++)
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{
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MB_ReplacePrefabsSettings.PrefabPair pp = model.prefabsToSwitch[i];
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pp.objsWithErrors.Clear();
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if (pp.enabled)
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{
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GameObject src, targ;
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if (model.reverseSrcAndTarg)
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{
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src = pp.targPrefab;
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targ = pp.srcPrefab;
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}
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else
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{
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src = pp.srcPrefab;
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targ = pp.targPrefab;
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}
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numReplaced += rp.ReplacePrefabInstancesInScene(src, targ, pp.objsWithErrors);
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numErrors += pp.objsWithErrors.Count;
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}
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EditorUtility.DisplayProgressBar("Replace Prefabs In Scene", "Replace In Scene: " + pp.srcPrefab, (float)i / (float)model.prefabsToSwitch.Length);
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}
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EditorUtility.ClearProgressBar();
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Debug.Log("Total prefab instances replaced: " + numReplaced);
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infoMessages = "Total prefab instances replaced: " + numReplaced;
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if (numErrors > 0)
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{
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errorMessages = "There were errors replacing some of the prefabs in the scene. See console for details.";
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}
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soModel.Update();
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}
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}
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}
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