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using System.IO;
using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.Perception.Randomization.Scenarios;
using UnityEngine.UIElements;
namespace UnityEditor.Perception.Randomization
{
[CustomEditor(typeof(ScenarioBase), true)]
class ScenarioBaseEditor : Editor
{
VisualElement m_ConstantsListVisualContainer;
bool m_HasConstantsField;
VisualElement m_InspectorPropertiesContainer;
VisualElement m_RandomizerListPlaceholder;
VisualElement m_Root;
ScenarioBase m_Scenario;
SerializedObject m_SerializedObject;
const string k_ConfigFilePlayerPrefKey = "ScenarioBaseEditor/configFilePath";
public override VisualElement CreateInspectorGUI()
{
m_Scenario = (ScenarioBase)target;
m_SerializedObject = new SerializedObject(m_Scenario);
m_Root = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(
$"{StaticData.uxmlDir}/ScenarioBaseElement.uxml").CloneTree();
m_RandomizerListPlaceholder = m_Root.Q<VisualElement>("randomizer-list-placeholder");
CreatePropertyFields();
CheckIfConstantsExist();
var appParamField = m_Root.Q<ObjectField>("test-app-param");
appParamField.objectType = typeof(TextAsset);
var generateConfigButton = m_Root.Q<Button>("generate-json-config");
generateConfigButton.clicked += () =>
{
var filePath = GetSaveFilePath(
"Generate Scenario JSON Configuration", Application.dataPath,
"scenarioConfiguration", "json", k_ConfigFilePlayerPrefKey);
if (string.IsNullOrEmpty(filePath))
return;
m_Scenario.SerializeToFile(filePath);
AssetDatabase.Refresh();
EditorUtility.RevealInFinder(filePath);
PlayerPrefs.SetString(k_ConfigFilePlayerPrefKey, filePath);
};
var deserializeConstantsButton = m_Root.Q<Button>("import-json-config");
deserializeConstantsButton.clicked += () =>
{
var filePath = GetOpenFilePath(
"Import Scenario JSON Configuration", Application.dataPath, "json", k_ConfigFilePlayerPrefKey);
if (string.IsNullOrEmpty(filePath))
return;
Undo.RecordObject(m_Scenario, "Deserialized scenario configuration");
m_Scenario.DeserializeFromFile(filePath);
Debug.Log($"Deserialized scenario configuration from {Path.GetFullPath(filePath)}. " +
"Using undo in the editor will revert these changes to your scenario.");
PlayerPrefs.SetString(k_ConfigFilePlayerPrefKey, filePath);
};
return m_Root;
}
void CreatePropertyFields()
{
m_InspectorPropertiesContainer = m_Root.Q<VisualElement>("inspector-properties");
m_InspectorPropertiesContainer.Clear();
m_ConstantsListVisualContainer = m_Root.Q<VisualElement>("constants-list");
m_ConstantsListVisualContainer.Clear();
var foundProperties = false;
m_HasConstantsField = false;
var iterator = m_SerializedObject.GetIterator();
iterator.NextVisible(true);
iterator.NextVisible(false);
do
{
switch (iterator.name)
{
case "m_Randomizers":
m_RandomizerListPlaceholder.Add(new RandomizerList(iterator.Copy()));
break;
case "constants":
m_HasConstantsField = true;
UIElementsEditorUtilities.CreatePropertyFields(iterator.Copy(), m_ConstantsListVisualContainer);
break;
case nameof(ScenarioBase.testAppParam):
break;
default:
{
foundProperties = true;
var propertyField = UIElementsEditorUtilities.CreatePropertyField(iterator, m_Scenario.GetType());
m_InspectorPropertiesContainer.Add(propertyField);
break;
}
}
} while (iterator.NextVisible(false));
if (!foundProperties)
m_InspectorPropertiesContainer.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
void CheckIfConstantsExist()
{
m_ConstantsListVisualContainer = m_Root.Q<VisualElement>("constants-container");
if (!m_HasConstantsField)
{
m_InspectorPropertiesContainer.style.marginBottom = 0;
m_ConstantsListVisualContainer.style.display = new StyleEnum<DisplayStyle>(DisplayStyle.None);
}
}
static string GetSaveFilePath(
string title, string defaultDirectory, string defaultFileName, string fileExtension, string playerPrefKey)
{
var prevFilePath = PlayerPrefs.GetString(playerPrefKey);
var prevDirectory = defaultDirectory;
var prevFileName = defaultFileName;
if (File.Exists(prevFilePath))
{
prevDirectory = Path.GetDirectoryName(prevFilePath);
prevFileName = Path.GetFileNameWithoutExtension(prevFilePath);
}
return EditorUtility.SaveFilePanel(
title, prevDirectory, prevFileName, fileExtension);
}
static string GetOpenFilePath(string title, string defaultDirectory, string fileExtension, string playerPrefKey)
{
var prevFilePath = PlayerPrefs.GetString(playerPrefKey);
var prevDirectory = defaultDirectory;
if (File.Exists(prevFilePath))
prevDirectory = Path.GetDirectoryName(prevFilePath);
return EditorUtility.OpenFilePanel(title, prevDirectory, fileExtension);
}
}
}