[Add] FishNet

This commit is contained in:
2026-03-30 20:11:57 +07:00
parent ee793a3361
commit c22c08753a
1797 changed files with 197950 additions and 1 deletions
@@ -0,0 +1,697 @@
#if UNITY_EDITOR
using System;
using FishNet.Configuring;
using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using FishNet.Configuring.EditorCloning;
using UnityEditor;
using UnityEngine;
using UnityDebug = UnityEngine.Debug;
namespace FishNet.Editing.PrefabCollectionGenerator
{
internal sealed class Generator : AssetPostprocessor
{
public Generator()
{
if (!_subscribed)
{
_subscribed = true;
EditorApplication.update += OnEditorUpdate;
}
}
~Generator()
{
if (_subscribed)
{
_subscribed = false;
EditorApplication.update -= OnEditorUpdate;
}
}
#region Types.
internal readonly struct SpecifiedFolder
{
public readonly string Path;
public readonly bool Recursive;
public SpecifiedFolder(string path, bool recursive)
{
Path = path;
Recursive = recursive;
}
}
#endregion
#region Public.
/// <summary>
/// True to ignore post process changes.
/// </summary>
public static bool IgnorePostProcess = false;
#endregion
#region Private.
/// <summary>
/// Last asset to import when there was only one imported asset and no other changes.
/// </summary>
private static string _lastSingleImportedAsset = string.Empty;
/// <summary>
/// Cached DefaultPrefabObjects reference.
/// </summary>
private static DefaultPrefabObjects _cachedDefaultPrefabs;
/// <summary>
/// True to refresh prefabs next update.
/// </summary>
private static bool _retryRefreshDefaultPrefabs;
/// <summary>
/// True if already subscribed to EditorApplication.Update.
/// </summary>
private static bool _subscribed;
/// <summary>
/// True if ran once since editor started.
/// </summary>
[System.NonSerialized]
private static bool _ranOnce;
/// <summary>
/// Last paths of updated nobs during a changed update.
/// </summary>
[System.NonSerialized]
private static List<string> _lastUpdatedNamePaths = new();
/// <summary>
/// Last frame changed was updated.
/// </summary>
[System.NonSerialized]
private static int _lastUpdatedFrame = -1;
/// <summary>
/// Length of assets strings during the last update.
/// </summary>
[System.NonSerialized]
private static int _lastUpdatedLengths = -1;
#endregion
internal static string[] GetProjectFiles(string startingPath, string fileExtension, List<string> excludedPaths, bool recursive)
{
// starting path is excluded.
if (excludedPaths.Contains(startingPath))
return new string[0];
// Folders remaining to be iterated.
List<string> enumeratedCollection = new() { startingPath };
// Only check other directories if recursive.
if (recursive)
{
// Find all folders which aren't excluded.
for (int i = 0; i < enumeratedCollection.Count; i++)
{
string[] allFolders = Directory.GetDirectories(enumeratedCollection[i], "*", SearchOption.TopDirectoryOnly);
for (int z = 0; z < allFolders.Length; z++)
{
string current = allFolders[z];
// Not excluded.
if (!excludedPaths.Contains(current))
enumeratedCollection.Add(current);
}
}
}
// Valid prefab files.
List<string> results = new();
// Build files from folders.
int count = enumeratedCollection.Count;
for (int i = 0; i < count; i++)
{
string[] r = Directory.GetFiles(enumeratedCollection[i], "*.prefab", SearchOption.TopDirectoryOnly);
results.AddRange(r);
}
return results.ToArray();
}
/// <summary>
/// Returns a message to attach to logs if objects were dirtied.
/// </summary>
private static string GetDirtiedMessage(PrefabGeneratorConfigurations settings, bool dirtied)
{
if (!settings.SaveChanges && dirtied)
return " One or more NetworkObjects were dirtied. Please save your project.";
else
return string.Empty;
}
/// <summary>
/// Updates prefabs by using only changed information.
/// </summary>
public static void GenerateChanged(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, PrefabGeneratorConfigurations settings = null)
{
if (!CloneChecker.CanGenerateFiles())
{
UnityDebug.Log("Skipping prefab generation as clone settings does not allow it.");
return;
}
// Do not run if the reserializer is currently running.
if (ReserializeNetworkObjectsEditor.IsRunning)
return;
if (settings == null)
settings = Configuration.Configurations.PrefabGenerator;
if (!settings.Enabled)
return;
bool log = settings.LogToConsole;
Stopwatch sw = log ? Stopwatch.StartNew() : null;
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
// No need to error if nto found, GetDefaultPrefabObjects will.
if (prefabCollection == null)
return;
int assetsLength = importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length;
List<string> changedNobPaths = new();
System.Type goType = typeof(GameObject);
IterateAssetCollection(importedAssets);
IterateAssetCollection(movedAssets);
// True if dirtied by changes.
bool dirtied;
// First remove null entries.
int startCount = prefabCollection.GetObjectCount();
prefabCollection.RemoveNull();
dirtied = prefabCollection.GetObjectCount() != startCount;
// First index which new objects will be added to.
int firstAddIndex = prefabCollection.GetObjectCount() - 1;
// Iterates strings adding prefabs to collection.
void IterateAssetCollection(string[] c)
{
foreach (string item in c)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(item);
if (assetType != goType)
continue;
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(item);
if (CanAddNetworkObject(nob, settings))
{
changedNobPaths.Add(item);
prefabCollection.AddObject(nob, true);
dirtied = true;
}
}
}
// To prevent out of range.
if (firstAddIndex < 0 || firstAddIndex >= prefabCollection.GetObjectCount())
firstAddIndex = 0;
dirtied |= prefabCollection.SetAssetPathHashes(firstAddIndex);
if (log && dirtied)
UnityDebug.Log($"Default prefab generator updated prefabs in {sw.ElapsedMilliseconds}ms.{GetDirtiedMessage(settings, dirtied)}");
// Check for redundancy.
int frameCount = Time.frameCount;
int changedCount = changedNobPaths.Count;
if (frameCount == _lastUpdatedFrame && assetsLength == _lastUpdatedLengths && changedCount == _lastUpdatedNamePaths.Count && changedCount > 0)
{
bool allMatch = true;
for (int i = 0; i < changedCount; i++)
{
if (changedNobPaths[i] != _lastUpdatedNamePaths[i])
{
allMatch = false;
break;
}
}
/* If the import results are the same as the last attempt, on the same frame
* then there is likely an issue saving the assets. */
if (allMatch)
{
// Unset dirtied to prevent a save.
dirtied = false;
// Log this no matter what, it's critical.
UnityDebug.LogError($"Default prefab generator had a problem saving one or more assets. " + $"This usually occurs when the assets cannot be saved due to missing scripts or serialization errors. " + $"Please see above any prefabs which could not save any make corrections.");
}
}
// Set last values.
_lastUpdatedFrame = Time.frameCount;
_lastUpdatedNamePaths = changedNobPaths;
_lastUpdatedLengths = assetsLength;
EditorUtility.SetDirty(prefabCollection);
if (dirtied && settings.SaveChanges)
AssetDatabase.SaveAssets();
}
/// <summary>
/// Gets NetworkObjects from folders using settings.
/// </summary>
internal static List<NetworkObject> GetNetworkObjects(PrefabGeneratorConfigurations settings = null)
{
List<SpecifiedFolder> folders = GetSpecifiedFolders(settings);
if (folders == null)
return new();
return GetNetworkObjects(folders, settings);
}
/// <summary>
/// Gets specified folders to check for prefab generation. This may include excluded paths. Null is returned on error.
/// </summary>
internal static List<SpecifiedFolder> GetSpecifiedFolders(PrefabGeneratorConfigurations settings = null)
{
settings = GetSettingsIfNull(settings);
List<string> folderStrs;
if (settings.SearchScope == (int)SearchScopeType.EntireProject)
{
folderStrs = new();
folderStrs.Add("Assets*");
}
else if (settings.SearchScope == (int)SearchScopeType.SpecificFolders)
{
folderStrs = settings.IncludedFolders.ToList();
}
else
{
UnityDebug.LogError($"{settings.SearchScope} is not handled; folder paths cannot be found.");
return null;
}
return GetSpecifiedFolders(folderStrs);
}
/// <summary>
/// Gets all NetworkObjects in specified folders while ignoring any excluded paths.
/// </summary>
internal static List<NetworkObject> GetNetworkObjects(SpecifiedFolder specifiedFolder, PrefabGeneratorConfigurations settings = null)
{
List<string> excludedPaths = GetSettingsIfNull(settings).ExcludedFolders;
List<NetworkObject> foundNobs = new();
foreach (string path in GetProjectFiles(specifiedFolder.Path, "prefab", excludedPaths, specifiedFolder.Recursive))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (CanAddNetworkObject(nob, settings))
foundNobs.Add(nob);
}
return foundNobs;
}
/// <summary>
/// Gets all NetworkObjects in specified folders while ignoring any excluded paths.
/// </summary>
internal static List<NetworkObject> GetNetworkObjects(List<SpecifiedFolder> specifiedFolders, PrefabGeneratorConfigurations settings = null)
{
List<NetworkObject> foundNobs = new();
foreach (SpecifiedFolder sf in specifiedFolders)
foundNobs.AddRange(GetNetworkObjects(sf, settings));
foundNobs = foundNobs.OrderBy(nob => nob.AssetPathHash).ToList();
return foundNobs;
}
/// <summary>
/// Generates prefabs by iterating all files within settings parameters.
/// </summary>
public static void GenerateFull(PrefabGeneratorConfigurations settings = null, bool forced = false, bool initializeAdded = true)
{
if (!CloneChecker.CanGenerateFiles())
{
UnityDebug.Log("Skipping prefab generation as clone settings does not allow it.");
return;
}
// Do not run if the re-serializer is currently running.
if (ReserializeNetworkObjectsEditor.IsRunning)
{
UnityDebug.LogError($"Cannot generate default prefabs when ReserializeNetworkObjectsEditor is running");
return;
}
settings = GetSettingsIfNull(settings);
if (!forced && !settings.Enabled)
return;
bool log = settings.LogToConsole;
Stopwatch sw = log ? Stopwatch.StartNew() : null;
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
// No need to error if not found, GetDefaultPrefabObjects will throw.
if (prefabCollection == null)
return;
List<NetworkObject> foundNobs = GetNetworkObjects(settings);
// Clear and add built list.
prefabCollection.Clear();
prefabCollection.AddObjects(foundNobs, checkForDuplicates: false, initializeAdded);
bool dirtied = prefabCollection.SetAssetPathHashes(0);
int newCount = prefabCollection.GetObjectCount();
if (log)
{
string dirtiedMessage = newCount > 0 ? GetDirtiedMessage(settings, dirtied) : string.Empty;
UnityDebug.Log($"Default prefab generator found {newCount} prefabs in {sw.ElapsedMilliseconds}ms.{dirtiedMessage}");
}
// Only set dirty if and save if prefabs were found.
if (newCount > 0)
{
EditorUtility.SetDirty(prefabCollection);
if (settings.SaveChanges)
AssetDatabase.SaveAssets();
}
}
/// <summary>
/// Returns settings parameter if not null, otherwise returns settings from configuration.
/// </summary>
internal static PrefabGeneratorConfigurations GetSettingsIfNull(PrefabGeneratorConfigurations settings) => settings == null ? Configuration.Configurations.PrefabGenerator : settings;
/// <summary>
/// Iterates folders building them into SpecifiedFolders.
/// </summary>
internal static List<SpecifiedFolder> GetSpecifiedFolders(List<string> strFolders)
{
List<SpecifiedFolder> results = new();
// Remove astericks.
foreach (string path in strFolders)
{
int pLength = path.Length;
if (pLength == 0)
continue;
bool recursive;
string p;
// If the last character indicates resursive.
if (path.Substring(pLength - 1, 1) == "*")
{
p = path.Substring(0, pLength - 1);
recursive = true;
}
else
{
p = path;
recursive = false;
}
p = GetPlatformPath(p);
// Path does not exist.
if (!Directory.Exists(p))
continue;
results.Add(new(p, recursive));
}
RemoveOverlappingFolders(results);
return results;
// Removes paths which may overlap each other, such as sub directories.
static void RemoveOverlappingFolders(List<SpecifiedFolder> specifiedFolders)
{
for (int z = 0; z < specifiedFolders.Count; z++)
{
for (int i = 0; i < specifiedFolders.Count; i++)
{
// Do not check against self.
if (i == z)
continue;
string zPath = GetPathWithSeparator(specifiedFolders[z].Path);
string iPath = GetPathWithSeparator(specifiedFolders[i].Path);
// Duplicate.
if (zPath.Equals(iPath, System.StringComparison.OrdinalIgnoreCase))
{
UnityDebug.LogError($"The same path is specified multiple times in the DefaultPrefabGenerator settings. Remove the duplicate to clear this error.");
specifiedFolders.RemoveAt(i);
break;
}
/* We are checking if i can be within
* z. This is only possible if i is longer
* than z. */
if (iPath.Length < zPath.Length)
continue;
/* Do not need to check if not recursive.
* Only recursive needs to be checked because
* a shorter recursive path could contain
* a longer path. */
if (!specifiedFolders[z].Recursive)
continue;
// // Compare paths.
// string zPath = GetPathWithSeparator(specifiedFolders[z].Path);
// string iPath = specifiedFolders[i].Path.Substring(0, zPath.Length);
string iPathRecursiveCheck = iPath.Substring(0, zPath.Length);
// If paths match.
if (iPathRecursiveCheck.Equals(zPath, System.StringComparison.OrdinalIgnoreCase))
{
UnityDebug.LogError($"Path {specifiedFolders[i].Path} is included within recursive path {specifiedFolders[z].Path}. Remove path {specifiedFolders[i].Path} to clear this error.");
specifiedFolders.RemoveAt(i);
break;
}
}
}
string GetPathWithSeparator(string txt)
{
return txt.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar) + Path.DirectorySeparatorChar;
}
}
}
internal static string GetPlatformPath(string path)
{
if (string.IsNullOrEmpty(path))
return path;
path = path.Replace(@"\"[0], Path.DirectorySeparatorChar);
path = path.Replace(@"/"[0], Path.DirectorySeparatorChar);
return path;
}
/// <summary>
/// Returns the DefaultPrefabObjects file.
/// </summary>
internal static DefaultPrefabObjects GetDefaultPrefabObjects(PrefabGeneratorConfigurations settings = null)
{
if (settings == null)
settings = Configuration.Configurations.PrefabGenerator;
// If not using default prefabs then exit early.
if (!settings.Enabled)
return null;
// Load the prefab collection
string defaultPrefabsPath = settings.DefaultPrefabObjectsPath_Platform;
string fullDefaultPrefabsPath = defaultPrefabsPath.Length > 0 ? Path.GetFullPath(defaultPrefabsPath) : string.Empty;
// If cached prefabs is not the same path as assetPath.
if (_cachedDefaultPrefabs != null)
{
string unityAssetPath = AssetDatabase.GetAssetPath(_cachedDefaultPrefabs);
string fullCachedPath = unityAssetPath.Length > 0 ? Path.GetFullPath(unityAssetPath) : string.Empty;
if (fullCachedPath != fullDefaultPrefabsPath)
_cachedDefaultPrefabs = null;
}
// If cached is null try to get it.
if (_cachedDefaultPrefabs == null)
{
// Only try to load it if file exist.
if (File.Exists(fullDefaultPrefabsPath))
{
_cachedDefaultPrefabs = AssetDatabase.LoadAssetAtPath<DefaultPrefabObjects>(defaultPrefabsPath);
if (_cachedDefaultPrefabs == null)
{
// If already retried then throw an error.
if (_retryRefreshDefaultPrefabs)
{
UnityDebug.LogError("DefaultPrefabObjects file exists but it could not be loaded by Unity. Use the Fish-Networking menu -> Utility -> Refresh Default Prefabs to refresh prefabs.");
}
else
{
UnityDebug.Log("DefaultPrefabObjects file exists but it could not be loaded by Unity. Trying to reload the file next frame.");
_retryRefreshDefaultPrefabs = true;
}
return null;
}
}
}
// Will be true also if not a clone.
if (CloneChecker.CanGenerateFiles())
CreateDefaultPrefabsAssetIfNeeded();
// Creates DefaultPrefabs asset if missing or not set.
void CreateDefaultPrefabsAssetIfNeeded()
{
if (_cachedDefaultPrefabs == null)
{
string fullPath = Path.GetFullPath(defaultPrefabsPath);
UnityDebug.Log($"Creating a new DefaultPrefabsObject at {fullPath}.");
string directory = Path.GetDirectoryName(fullPath);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
AssetDatabase.Refresh();
}
_cachedDefaultPrefabs = ScriptableObject.CreateInstance<DefaultPrefabObjects>();
AssetDatabase.CreateAsset(_cachedDefaultPrefabs, defaultPrefabsPath);
AssetDatabase.SaveAssets();
}
}
if (_cachedDefaultPrefabs != null && _retryRefreshDefaultPrefabs)
UnityDebug.Log("DefaultPrefabObjects found on the second iteration.");
return _cachedDefaultPrefabs;
}
/// <summary>
/// Called every frame the editor updates.
/// </summary>
private static void OnEditorUpdate()
{
if (!_retryRefreshDefaultPrefabs)
return;
GenerateFull();
_retryRefreshDefaultPrefabs = false;
}
/// <summary>
/// Called by Unity when assets are modified.
/// </summary>
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
if (Application.isPlaying)
return;
// If retrying next frame don't bother updating, next frame will do a full refresh.
if (_retryRefreshDefaultPrefabs)
return;
// Post process is being ignored. Could be temporary or user has disabled this feature.
if (IgnorePostProcess)
return;
/* Don't iterate if updating or compiling as that could cause an infinite loop
* due to the prefabs being generated during an update, which causes the update
* to start over, which causes the generator to run again, which... you get the idea. */
if (EditorApplication.isCompiling)
return;
DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects();
if (prefabCollection == null)
return;
PrefabGeneratorConfigurations settings = Configuration.Configurations.PrefabGenerator;
if (prefabCollection.GetObjectCount() == 0)
{
// If there are no prefabs then do a full rebuild. Odds of there being none are pretty much nill.
GenerateFull(settings);
}
else
{
int totalChanges = importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length;
// Nothing has changed. This shouldn't occur but unity is funny so we're going to check anyway.
if (totalChanges == 0)
return;
// Normalizes path.
string dpoPath = Path.GetFullPath(settings.DefaultPrefabObjectsPath_Platform);
// If total changes is 1 and the only changed file is the default prefab collection then do nothing.
if (totalChanges == 1)
{
// Do not need to check movedFromAssetPaths because that's not possible for this check.
if ((importedAssets.Length == 1 && Path.GetFullPath(importedAssets[0]) == dpoPath) || (deletedAssets.Length == 1 && Path.GetFullPath(deletedAssets[0]) == dpoPath) || (movedAssets.Length == 1 && Path.GetFullPath(movedAssets[0]) == dpoPath))
return;
/* If the only change is an import then check if the imported file
* is the same as the last, and if so check into returning early.
* For some reason occasionally when files are saved unity runs postprocess
* multiple times on the same file. */
string imported = importedAssets.Length == 1 ? importedAssets[0] : null;
if (imported != null && imported == _lastSingleImportedAsset)
{
// If here then the file is the same. Make sure it's already in the collection before returning.
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(imported);
// Not a gameObject, no reason to continue.
if (assetType != typeof(GameObject))
return;
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(imported);
// If is a networked object.
if (CanAddNetworkObject(nob, settings))
{
// Already added!
if (prefabCollection.Prefabs.Contains(nob))
return;
}
}
else if (imported != null)
{
_lastSingleImportedAsset = imported;
}
}
bool fullRebuild = settings.FullRebuild;
/* If updating FN. This needs to be done a better way.
* Parsing the actual version file would be better.
* I'll get to it next release. */
if (!_ranOnce)
{
_ranOnce = true;
fullRebuild = true;
}
// Other conditions which a full rebuild may be required.
else if (!fullRebuild)
{
const string fishnetVersionSave = "fishnet_version";
string savedVersion = EditorPrefs.GetString(fishnetVersionSave, string.Empty);
if (savedVersion != NetworkManager.FISHNET_VERSION)
{
fullRebuild = true;
EditorPrefs.SetString(fishnetVersionSave, NetworkManager.FISHNET_VERSION);
}
}
if (fullRebuild)
GenerateFull(settings);
else
GenerateChanged(importedAssets, deletedAssets, movedAssets, movedFromAssetPaths, settings);
}
}
/// <summary>
/// Returns true if a NetworkObject can be added to DefaultPrefabs.
/// </summary>
private static bool CanAddNetworkObject(NetworkObject networkObject, PrefabGeneratorConfigurations settings)
{
settings = GetSettingsIfNull(settings);
return networkObject != null && (networkObject.GetIsSpawnable() || !settings.SpawnableOnly);
}
}
}
#endif
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 68e990388e202d54aa0fe9e7aa8cc716
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 207815
packageName: 'FishNet: Networking Evolved'
packageVersion: 4.6.22R
assetPath: Assets/FishNet/Runtime/Editor/PrefabCollectionGenerator/Generator.cs
uploadId: 866910
@@ -0,0 +1,235 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using UnityEditor;
using UnityEngine;
using UnitySettingsProviderAttribute = UnityEditor.SettingsProviderAttribute;
using UnitySettingsProvider = UnityEditor.SettingsProvider;
using FishNet.Configuring;
using System.Linq;
namespace FishNet.Editing.PrefabCollectionGenerator
{
internal static class SettingsProvider
{
private static readonly Regex SlashRegex = new(@"[\\// ]");
private static PrefabGeneratorConfigurations _settings;
private static GUIContent _folderIcon;
private static GUIContent _deleteIcon;
private static Vector2 _scrollVector;
private static bool _showFolders;
[UnitySettingsProvider]
private static UnitySettingsProvider Create()
{
return new("Project/Fish-Networking/Prefab Objects Generator", SettingsScope.Project)
{
label = "Prefab Objects Generator",
guiHandler = OnGUI,
keywords = new string[]
{
"Fish",
"Networking",
"Prefab",
"Objects",
"Generator"
}
};
}
private static void OnGUI(string searchContext)
{
if (_settings == null)
_settings = Configuration.Configurations.PrefabGenerator;
if (_folderIcon == null)
_folderIcon = EditorGUIUtility.IconContent("d_FolderOpened Icon");
if (_deleteIcon == null)
_deleteIcon = EditorGUIUtility.IconContent("P4_DeletedLocal");
EditorGUI.BeginChangeCheck();
GUIStyle scrollViewStyle = new()
{
padding = new(10, 10, 10, 10)
};
_scrollVector = EditorGUILayout.BeginScrollView(_scrollVector, scrollViewStyle);
_settings.Enabled = EditorGUILayout.Toggle(ObjectNames.NicifyVariableName(nameof(_settings.Enabled)), _settings.Enabled);
_settings.LogToConsole = EditorGUILayout.Toggle(ObjectNames.NicifyVariableName(nameof(_settings.LogToConsole)), _settings.LogToConsole);
_settings.FullRebuild = EditorGUILayout.Toggle(ObjectNames.NicifyVariableName(nameof(_settings.FullRebuild)), _settings.FullRebuild);
_settings.SpawnableOnly = EditorGUILayout.Toggle(ObjectNames.NicifyVariableName(nameof(_settings.SpawnableOnly)), _settings.SpawnableOnly);
_settings.SaveChanges = EditorGUILayout.Toggle(ObjectNames.NicifyVariableName(nameof(_settings.SaveChanges)), _settings.SaveChanges);
GUILayoutOption iconWidthConstraint = GUILayout.MaxWidth(32.0f);
GUILayoutOption iconHeightConstraint = GUILayout.MaxHeight(EditorGUIUtility.singleLineHeight);
EditorGUILayout.BeginHorizontal();
string oldAssetPath = _settings.DefaultPrefabObjectsPath;
string newAssetPath = EditorGUILayout.DelayedTextField(ObjectNames.NicifyVariableName(nameof(_settings.DefaultPrefabObjectsPath)), oldAssetPath);
if (GUILayout.Button(_folderIcon, iconWidthConstraint, iconHeightConstraint))
{
if (TrySaveFilePathInsideAssetsFolder(null, Application.dataPath, "DefaultPrefabObjects", "asset", out string result))
newAssetPath = result;
else
EditorWindow.focusedWindow.ShowNotification(new($"{ObjectNames.NicifyVariableName(nameof(_settings.DefaultPrefabObjectsPath))} must be inside the Assets folder."));
}
if (!newAssetPath.Equals(oldAssetPath, StringComparison.OrdinalIgnoreCase))
{
if (newAssetPath.StartsWith($"Assets{Path.DirectorySeparatorChar}", StringComparison.OrdinalIgnoreCase))
{
if (File.Exists(newAssetPath))
{
EditorWindow.focusedWindow.ShowNotification(new("Another asset already exists at the new path."));
}
else
{
Generator.IgnorePostProcess = true;
if (File.Exists(oldAssetPath))
AssetDatabase.MoveAsset(oldAssetPath, newAssetPath);
_settings.DefaultPrefabObjectsPath = newAssetPath;
Generator.IgnorePostProcess = false;
}
}
else
{
EditorWindow.focusedWindow.ShowNotification(new($"{ObjectNames.NicifyVariableName(nameof(_settings.DefaultPrefabObjectsPath))} must be inside the Assets folder."));
}
}
EditorGUILayout.EndHorizontal();
int currentSearchScope = _settings.SearchScope;
SearchScopeType searchScopeType = (SearchScopeType)EditorGUILayout.EnumPopup(ValueToSearchScope(_settings.SearchScope));
_settings.SearchScope = (int)searchScopeType;
SearchScopeType ValueToSearchScope(int value) => (SearchScopeType)value;
if (_settings.SearchScope == (int)SearchScopeType.EntireProject)
{
EditorGUILayout.HelpBox("Searching the entire project for prefabs can become very slow. Consider switching the search scope to specific folders instead.", MessageType.Warning);
if (GUILayout.Button("Switch"))
_settings.SearchScope = (int)SearchScopeType.SpecificFolders;
}
// If search scope changed then update prefabs.
if (currentSearchScope != _settings.SearchScope && (SearchScopeType)_settings.SearchScope == SearchScopeType.EntireProject)
Generator.GenerateFull();
List<string> folders = null;
string foldersName = null;
if (_settings.SearchScope == (int)SearchScopeType.EntireProject)
{
folders = _settings.ExcludedFolders;
foldersName = ObjectNames.NicifyVariableName(nameof(_settings.ExcludedFolders));
}
else if (_settings.SearchScope == (int)SearchScopeType.SpecificFolders)
{
folders = _settings.IncludedFolders;
foldersName = ObjectNames.NicifyVariableName(nameof(_settings.IncludedFolders));
}
string folderName = foldersName.Substring(0, foldersName.Length - 1);
if ((_showFolders = EditorGUILayout.Foldout(_showFolders, $"{foldersName} ({folders.Count})")) && folders != null)
{
EditorGUI.indentLevel++;
for (int i = 0; i < folders.Count; i++)
{
EditorGUILayout.BeginHorizontal();
string oldFolder = folders[i];
string newFolder = SlashRegex.Replace(EditorGUILayout.DelayedTextField(oldFolder), Path.DirectorySeparatorChar.ToString());
if (!newFolder.Equals(oldFolder, StringComparison.OrdinalIgnoreCase))
{
if (newFolder.StartsWith($"Assets{Path.DirectorySeparatorChar}", StringComparison.OrdinalIgnoreCase))
folders[i] = newFolder;
else
EditorWindow.focusedWindow.ShowNotification(new($"{folderName} must be inside the Assets folder."));
}
if (GUILayout.Button(_folderIcon, iconWidthConstraint, iconHeightConstraint))
{
if (TryOpenFolderPathInsideAssetsFolder(null, Application.dataPath, null, out string result))
folders[i] = result;
else
EditorWindow.focusedWindow.ShowNotification(new($"{folderName} must be inside the Assets folder."));
}
if (GUILayout.Button(_deleteIcon, iconWidthConstraint, iconHeightConstraint))
folders.RemoveAt(i);
EditorGUILayout.EndHorizontal();
}
EditorGUI.indentLevel--;
if (_settings.SearchScope == (int)SearchScopeType.SpecificFolders)
EditorGUILayout.HelpBox("You can include subfolders by appending an asterisk (*) to a path.", MessageType.None);
if (GUILayout.Button("Browse"))
{
if (TryOpenFolderPathInsideAssetsFolder(null, Application.dataPath, null, out string result))
{
folders.Add(result);
}
else
{
EditorWindow.focusedWindow.ShowNotification(new($"{folderName} must be inside the Assets folder."));
}
}
}
if (EditorGUI.EndChangeCheck())
Configuration.Configurations.Write(true);
if (GUILayout.Button("Generate"))
Generator.GenerateFull();
EditorGUILayout.HelpBox("Consider pressing 'Generate' after changing the settings.", MessageType.Info);
EditorGUILayout.EndScrollView();
}
private static bool TrySaveFilePathInsideAssetsFolder(string title, string directory, string name, string extension, out string result)
{
result = null;
string selectedPath = EditorUtility.SaveFilePanel(title, directory, name, extension);
if (selectedPath.StartsWith(Application.dataPath, StringComparison.OrdinalIgnoreCase))
{
result = SlashRegex.Replace(selectedPath.Remove(0, Path.GetDirectoryName(Application.dataPath).Length + 1), Path.DirectorySeparatorChar.ToString());
return true;
}
return false;
}
private static bool TryOpenFolderPathInsideAssetsFolder(string title, string folder, string name, out string result)
{
result = null;
string selectedPath = EditorUtility.OpenFolderPanel(title, folder, name);
if (selectedPath.StartsWith(Application.dataPath, StringComparison.OrdinalIgnoreCase))
{
result = SlashRegex.Replace(selectedPath.Remove(0, Path.GetDirectoryName(Application.dataPath).Length + 1), Path.DirectorySeparatorChar.ToString());
return true;
}
return false;
}
}
}
#endif
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