mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
195 lines
7.6 KiB
C#
195 lines
7.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Timeline;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine.Playables;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Timeline
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{
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// Describes the object references on a ScriptableObject, ignoring script fields
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struct ObjectReferenceField
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{
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public string propertyPath;
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public bool isSceneReference;
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public System.Type type;
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private readonly static ObjectReferenceField[] None = new ObjectReferenceField[0];
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private readonly static Dictionary<System.Type, ObjectReferenceField[]> s_Cache = new Dictionary<System.Type, ObjectReferenceField[]>();
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public static ObjectReferenceField[] FindObjectReferences(System.Type type)
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{
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if (type == null)
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return None;
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if (type.IsAbstract || type.IsInterface)
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return None;
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if (!typeof(ScriptableObject).IsAssignableFrom(type))
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return None;
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ObjectReferenceField[] result = null;
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if (s_Cache.TryGetValue(type, out result))
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return result;
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result = SearchForFields(type);
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s_Cache[type] = result;
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return result;
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}
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public static ObjectReferenceField[] FindObjectReferences<T>() where T : ScriptableObject, new()
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{
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return FindObjectReferences(typeof(T));
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}
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private static ObjectReferenceField[] SearchForFields(System.Type t)
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{
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Object instance = ScriptableObject.CreateInstance(t);
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var list = new List<ObjectReferenceField>();
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var serializableObject = new SerializedObject(instance);
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var prop = serializableObject.GetIterator();
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bool enterChildren = true;
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while (prop.NextVisible(enterChildren))
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{
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enterChildren = true;
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var ppath = prop.propertyPath;
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if (ppath == "m_Script")
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{
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enterChildren = false;
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}
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else if (prop.propertyType == SerializedPropertyType.ObjectReference || prop.propertyType == SerializedPropertyType.ExposedReference)
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{
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enterChildren = false;
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var exposedType = GetTypeFromPath(t, prop.propertyPath);
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if (exposedType != null && typeof(Object).IsAssignableFrom(exposedType))
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{
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bool isSceneRef = prop.propertyType == SerializedPropertyType.ExposedReference;
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list.Add(
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new ObjectReferenceField() {propertyPath = prop.propertyPath, isSceneReference = isSceneRef, type = exposedType}
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);
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}
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}
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}
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Object.DestroyImmediate(instance);
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if (list.Count == 0)
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return None;
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return list.ToArray();
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}
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private static System.Type GetTypeFromPath(System.Type baseType, string path)
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{
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if (string.IsNullOrEmpty(path))
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return null;
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System.Type parentType = baseType;
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FieldInfo field = null;
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var pathTo = path.Split(new char[] {'.'}, StringSplitOptions.RemoveEmptyEntries);
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var flags = BindingFlags.FlattenHierarchy | BindingFlags.Public | BindingFlags.NonPublic |
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BindingFlags.Instance;
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foreach (string s in pathTo)
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{
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field = parentType.GetField(s, flags);
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while (field == null)
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{
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if (parentType.BaseType == null)
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return null; // Should not happen really. Means SerializedObject got the property, but the reflection missed it
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parentType = parentType.BaseType;
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field = parentType.GetField(s, flags);
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}
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parentType = field.FieldType;
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}
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// dig out exposed reference types
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if (field.FieldType.IsGenericType && field.FieldType.GetGenericTypeDefinition() == typeof(ExposedReference<Object>).GetGenericTypeDefinition())
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{
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return field.FieldType.GetGenericArguments()[0];
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}
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return field.FieldType;
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}
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public Object Find(ScriptableObject sourceObject, Object context = null)
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{
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if (sourceObject == null)
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return null;
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SerializedObject obj = new SerializedObject(sourceObject, context);
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var prop = obj.FindProperty(propertyPath);
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if (prop == null)
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throw new InvalidOperationException("sourceObject is not of the proper type. It does not contain a path to " + propertyPath);
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Object result = null;
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if (isSceneReference)
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{
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if (prop.propertyType != SerializedPropertyType.ExposedReference)
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throw new InvalidOperationException(propertyPath + " is marked as a Scene Reference, but is not an exposed reference type");
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if (context == null)
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Debug.LogWarning("ObjectReferenceField.Find " + " is called on a scene reference without a context, will always be null");
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result = prop.exposedReferenceValue;
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}
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else
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{
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if (prop.propertyType != SerializedPropertyType.ObjectReference)
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throw new InvalidOperationException(propertyPath + "is marked as an asset reference, but is not an object reference type");
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result = prop.objectReferenceValue;
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}
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return result;
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}
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/// <summary>
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/// Check if an Object satisfies this field, including components
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/// </summary>
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public bool IsAssignable(Object obj)
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{
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if (obj == null)
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return false;
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// types match
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bool potentialMatch = type.IsAssignableFrom(obj.GetType());
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// field is component, and it exists on the gameObject
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if (!potentialMatch && typeof(Component).IsAssignableFrom(type) && obj is GameObject)
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potentialMatch = ((GameObject)obj).GetComponent(type) != null;
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return potentialMatch && isSceneReference == obj.IsSceneObject();
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}
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/// <summary>
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/// Assigns a value to the field
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/// </summary>
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public bool Assign(ScriptableObject scriptableObject, Object value, IExposedPropertyTable exposedTable = null)
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{
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var serializedObject = new SerializedObject(scriptableObject, exposedTable as Object);
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var property = serializedObject.FindProperty(propertyPath);
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if (property == null)
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return false;
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// if the value is a game object, but the field is a component
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if (value is GameObject && typeof(Component).IsAssignableFrom(type))
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value = ((GameObject)value).GetComponent(type);
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if (isSceneReference)
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{
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property.exposedReferenceValue = value;
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// the object gets dirtied, but not the scene which is where the reference is stored
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var component = exposedTable as Component;
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if (component != null && !EditorApplication.isPlaying)
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EditorSceneManager.MarkSceneDirty(component.gameObject.scene);
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}
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else
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property.objectReferenceValue = value;
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serializedObject.ApplyModifiedProperties();
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return true;
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}
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}
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}
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