[Add] VHierarchy 2
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#if UNITY_EDITOR
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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 UnityEditor.ShortcutManagement;
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using System.Reflection;
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using System.Linq;
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using UnityEngine.UIElements;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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using Type = System.Type;
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using static VHierarchy.VHierarchyCache;
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using static VHierarchy.Libs.VUtils;
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using static VHierarchy.Libs.VGUI;
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// using static VTools.VDebug;
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namespace VHierarchy
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{
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public class VHierarchyData : ScriptableObject, ISerializationCallbackReceiver
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{
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public SerializableDictionary<string, SceneData> sceneDatas_byGuid = new();
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[System.Serializable]
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public class SceneData
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{
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public SerializableDictionary<GlobalID, GameObjectData> goDatas_byGlobalId = new();
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}
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[System.Serializable]
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public class GameObjectData
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{
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public int colorIndex;
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public string iconNameOrGuid = "";
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public bool isIconRecursive;
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public bool isColorRecursive;
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[System.NonSerialized]
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public SceneData sceneData; // set in GetGameObjectData
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}
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public void OnBeforeSerialize() => VHierarchy.OnDataSerialization();
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public void OnAfterDeserialize() { }
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public List<Bookmark> bookmarks = new();
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[System.Serializable]
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public class Bookmark
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{
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public GameObject go
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{
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get
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{
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if (_go == null)
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if (!failedToLoadSceneObject) // to prevent continuous GlobalID.GetObjects() calls if object is deleted
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VHierarchy.unloadedSceneBookmarks_sceneGuids.Add(globalId.guid);
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return _go;
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}
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}
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public GameObject _go;
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[System.NonSerialized]
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public bool failedToLoadSceneObject;
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public bool isLoadable => go != null;
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public bool isDeleted
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{
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get
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{
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if (isLoadable)
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return false;
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if (!AssetDatabase.LoadAssetAtPath<SceneAsset>(globalId.guid.ToPath()))
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return true;
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for (int i = 0; i < EditorSceneManager.sceneCount; i++)
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if (EditorSceneManager.GetSceneAt(i).path == globalId.guid.ToPath())
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return true;
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return false;
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}
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}
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public string assetPath => globalId.guid.ToPath();
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public string name => go ? go.name : "Can't load object";
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public Bookmark(GameObject o)
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{
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globalId = o.GetGlobalID();
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_go = o;
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}
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public GlobalID globalId;
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}
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public List<string> bookmarkedScenePaths = new();
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[CustomEditor(typeof(VHierarchyData))]
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class Editor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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var style = new GUIStyle(EditorStyles.label) { wordWrap = true };
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void normal()
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{
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if (teamModeEnabled) return;
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SetGUIEnabled(false);
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BeginIndent(0);
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Space(10);
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EditorGUILayout.LabelField("This file stores data about which icons and colors are assigned to objects, along with bookmarks from navigation bar and scene selector.", style);
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Space(6);
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GUILayout.Label("If there are multiple people working on the project, you might want to store icon/color data in scenes to avoid merge conflicts. To do that, click the ⋮ button at the top right corner and enable Team Mode.", style);
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EndIndent(10);
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ResetGUIEnabled();
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}
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void teamMode()
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{
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if (!teamModeEnabled) return;
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SetGUIEnabled(false);
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BeginIndent(0);
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Space(10);
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EditorGUILayout.LabelField("Now that Team Mode is enabled, create an empty script that inherits from VHierarchy.VHierarchyDataComponent and add it to any object in a scene.", style);
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Space(6);
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GUILayout.Label("If such a script is present in a scene - all icon/color data for that scene will be serialized in that script, otherwise icon/color data for the scene will end up in this file.", style);
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EndIndent(10);
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ResetGUIEnabled();
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}
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normal();
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teamMode();
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}
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}
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public static bool teamModeEnabled { get => EditorPrefsCached.GetBool("vHierarchy-teamModeEnabled", false); set => EditorPrefsCached.SetBool("vHierarchy-teamModeEnabled", value); }
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[ContextMenu("Enable Team Mode", isValidateFunction: false, priority: 1)]
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public void EnableTeamMode()
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{
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var option = EditorUtility.DisplayDialogComplex("Licensing notice",
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"To use vHierarchy 2 within a team, licenses must be purchased for each individual user as per the Asset Store EULA.\n\n Sharing one license across the team is illegal and considered piracy.",
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"Acknowledge",
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"Cancel",
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"Purchase more seats");
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if (option == 2)
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Application.OpenURL("https://prf.hn/click/camref:1100lGLBn/pubref:teammode/destination:https://assetstore.unity.com/packages/tools/utilities/vhierarchy-2-253397");
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// Application.OpenURL("https://assetstore.unity.com/packages/slug/253397");
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if (option != 0) return;
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teamModeEnabled = true;
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VHierarchy.goInfoCache.Clear();
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VHierarchy.goDataCache.Clear();
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EditorApplication.RepaintHierarchyWindow();
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}
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[ContextMenu("Disable Team Mode", isValidateFunction: false, priority: 2)]
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public void DisableTeamMode()
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{
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teamModeEnabled = false;
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VHierarchy.goInfoCache.Clear();
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VHierarchy.goDataCache.Clear();
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EditorApplication.RepaintHierarchyWindow();
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}
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[ContextMenu("Enable Team Mode", isValidateFunction: true, priority: 1)] bool asd() => !teamModeEnabled;
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[ContextMenu("Disable Team Mode", isValidateFunction: true, priority: 2)] bool ads() => teamModeEnabled;
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}
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}
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#endif
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