Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections;
using System.Linq;
using System.Collections.Generic;
using System;
using System.Reflection;
using UnityEngine;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEditor.SceneManagement;
using GameplayIngredients.Events;
using GameplayIngredients.Logic;
using GameplayIngredients.Actions;
using GameplayIngredients.StateMachines;
using UnityEngine.SceneManagement;
namespace GameplayIngredients.Editor
{
public class CallTreeWindow : EditorWindow
{
CallTreeView m_TreeView;
[MenuItem("Window/Gameplay Ingredients/Callable Tree Explorer", priority = MenuItems.kWindowMenuPriority)]
static void OpenWindow()
{
s_Instance = GetWindow<CallTreeWindow>();
}
public static bool visible = false;
static CallTreeWindow s_Instance;
private void OnDisable()
{
visible = false;
s_Instance = null;
}
private void OnEnable()
{
nodeRoots = new Dictionary<string, List<CallTreeNode>>();
m_TreeView = new CallTreeView(nodeRoots);
titleContent = new GUIContent("Callable Tree Explorer", CallTreeView.Styles.Callable);
ReloadCallHierarchy();
EditorSceneManager.sceneOpened += Reload;
EditorSceneSetup.onSetupLoaded += ReloadSetup;
visible = true;
}
void Reload(Scene scene, OpenSceneMode mode)
{
ReloadCallHierarchy();
}
void ReloadSetup(EditorSceneSetup setup)
{
ReloadCallHierarchy();
}
public static void Refresh()
{
s_Instance.ReloadCallHierarchy();
s_Instance.Repaint();
}
private void OnGUI()
{
int tbHeight = 24;
using (new GUILayout.HorizontalScope(EditorStyles.toolbar, GUILayout.Height(tbHeight)))
{
if (GUILayout.Button("Reload", EditorStyles.toolbarButton))
{
ReloadCallHierarchy();
}
GUILayout.FlexibleSpace();
EditorGUI.BeginChangeCheck();
string filter = EditorGUILayout.DelayedTextField(m_TreeView.stringFilter, EditorStyles.toolbarSearchField);
if (EditorGUI.EndChangeCheck())
{
m_TreeView.SetStringFilter(filter);
}
Rect buttonRect = GUILayoutUtility.GetRect(52, 16);
if (GUI.Button(buttonRect, "Filter", EditorStyles.toolbarDropDown))
{
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Filter Selected"), false, () => {
m_TreeView.SetAutoFilter(false);
m_TreeView.SetObjectFilter(Selection.activeGameObject);
});
menu.AddItem(new GUIContent("Clear Filter"), false, () => {
m_TreeView.SetAutoFilter(false);
m_TreeView.SetObjectFilter(null);
m_TreeView.SetStringFilter(string.Empty);
});
menu.AddSeparator("");
menu.AddItem(new GUIContent("Automatic Filter"), m_TreeView.AutoFilter, () => {
m_TreeView.ToggleAutoFilter();
});
menu.DropDown(buttonRect);
}
}
Rect r = GUILayoutUtility.GetRect(position.width, position.height - tbHeight);
m_TreeView.OnGUI(r);
}
Dictionary<string, List<CallTreeNode>> nodeRoots;
List<MonoBehaviour> erroneous;
void ReloadCallHierarchy()
{
if (nodeRoots == null)
nodeRoots = new Dictionary<string, List<CallTreeNode>>();
else
nodeRoots.Clear();
erroneous = new List<MonoBehaviour>();
AddToCategory<EventBase>("Events");
AddToCategory<StateMachine>("State Machines");
AddToCategory<Factory>("Factories");
AddToCategory<SendMessageAction>("Messages");
CollectErroneousCallables();
m_TreeView.Reload();
}
void CollectErroneousCallables()
{
if (erroneous == null || erroneous.Count == 0)
return;
var root = new List<CallTreeNode>();
nodeRoots.Add("Erroneous Callables", root);
foreach(var callable in erroneous)
{
root.Add(new CallTreeNode(callable, CallTreeNodeType.Callable, callable.name));
}
}
void AddErroneous(MonoBehaviour bhv)
{
if (!erroneous.Contains(bhv))
erroneous.Add(bhv);
}
void AddToCategory<T>(string name) where T:MonoBehaviour
{
var list = Resources.FindObjectsOfTypeAll<T>().ToList();
if (list.Count > 0)
nodeRoots.Add(name, new List<CallTreeNode>());
else
return;
var listRoot = nodeRoots[name];
foreach (var item in list)
{
if (item.gameObject.scene == null || !item.gameObject.scene.isLoaded)
continue;
var stack = new Stack<object>();
if(typeof(T) == typeof(StateMachine))
{
listRoot.Add(GetStateMachineNode(item as StateMachine, stack));
}
else if(typeof(T) == typeof(SendMessageAction))
{
listRoot.Add(GetMessageNode(item as SendMessageAction, stack));
}
else
{
listRoot.Add(GetNode(item, stack));
}
}
}
CallTreeNode GetNode(MonoBehaviour bhv, Stack<object> stack)
{
if(!stack.Contains(bhv))
{
stack.Push(bhv);
var rootNode = new CallTreeNode(bhv, GetType(bhv), $"{bhv.gameObject.name} ({bhv.GetType().Name})");
var type = bhv.GetType();
foreach (var field in type.GetFields())
{
// Find Fields that are Callable[]
if (field.FieldType.IsAssignableFrom(typeof(Callable[])))
{
var node = new CallTreeNode(bhv, CallTreeNodeType.Callable, field.Name);
var value = (Callable[])field.GetValue(bhv);
if (value != null && value.Length > 0)
{
rootNode.Children.Add(node);
// Add Callables from this Callable[] array
foreach (var call in value)
{
if (call != null)
node.Children.Add(GetCallableNode(call, stack));
else
AddErroneous(node.Target);
}
}
}
}
return rootNode;
}
else
{
return new CallTreeNode(bhv, GetType(bhv), $"RECURSED : {bhv.gameObject.name} ({bhv.GetType().Name})");
}
}
CallTreeNode GetCallableNode(Callable c, Stack<object> stack)
{
if (!stack.Contains(c))
{
stack.Push(c);
var rootNode = new CallTreeNode(c, GetType(c), $"{c.Name} ({c.gameObject.name} : {c.GetType().Name})");
var type = c.GetType();
foreach (var field in type.GetFields())
{
// Find Fields that are Callable[]
if (field.FieldType.IsAssignableFrom(typeof(Callable[])))
{
var node = new CallTreeNode(c, CallTreeNodeType.Callable, field.Name);
var value = (Callable[])field.GetValue(c);
if (value != null && value.Length > 0)
{
rootNode.Children.Add(node);
// Add Callables from this Callable[] array
foreach (var call in value)
{
if (call != null)
node.Children.Add(GetCallableNode(call, stack));
else
AddErroneous(node.Target);
}
}
}
}
return rootNode;
}
else
{
return new CallTreeNode(c, GetType(c), $"RECURSED : {c.Name} ({c.gameObject.name} : {c.GetType().Name})");
}
}
CallTreeNode GetMessageNode(SendMessageAction msg, Stack<object> stack)
{
if (!stack.Contains(msg))
{
stack.Push(msg);
var rootNode = new CallTreeNode(msg, CallTreeNodeType.Message, $"{msg.MessageToSend} : ({msg.gameObject.name}.{msg.Name})");
var all = Resources.FindObjectsOfTypeAll<OnMessageEvent>().Where(o=> o.MessageName == msg.MessageToSend).ToList();
foreach(var evt in all)
{
rootNode.Children.Add(GetNode(evt, stack));
}
return rootNode;
}
else
{
return new CallTreeNode(msg, GetType(msg), $"RECURSED :{msg.MessageToSend} : ({msg.gameObject.name}.{msg.Name})");
}
}
CallTreeNode GetStateMachineNode(StateMachine sm, Stack<object> stack)
{
if (!stack.Contains(sm))
{
stack.Push(sm);
var rootNode = new CallTreeNode(sm, CallTreeNodeType.StateMachine, sm.gameObject.name);
var type = sm.GetType();
foreach (var field in type.GetFields())
{
// Find Fields that are State[]
if (field.FieldType.IsAssignableFrom(typeof(State[])))
{
// Add Callables from this Callable[] array
var value = (State[])field.GetValue(sm);
foreach (var state in value)
{
if (state != null)
rootNode.Children.Add(GetStateNode(state, stack));
else
AddErroneous(rootNode.Target);
}
}
}
return rootNode;
}
else
{
return new CallTreeNode(sm, GetType(sm), $"RECURSED :{sm.gameObject.name}");
}
}
CallTreeNode GetStateNode(State st, Stack<object> stack)
{
if (!stack.Contains(st))
{
stack.Push(st);
var rootNode = new CallTreeNode(st, CallTreeNodeType.State, st.gameObject.name);
var type = st.GetType();
foreach (var field in type.GetFields())
{
// Find Fields that are Callable[]
if (field.FieldType.IsAssignableFrom(typeof(Callable[])))
{
var node = new CallTreeNode(st, CallTreeNodeType.Callable, field.Name);
rootNode.Children.Add(node);
// Add Callables from this Callable[] array
var value = (Callable[])field.GetValue(st);
foreach (var call in value)
{
if (call != null)
node.Children.Add(GetNode(call, stack));
else
AddErroneous(rootNode.Target);
}
}
}
return rootNode;
}
else
{
return new CallTreeNode(st, GetType(st), $"RECURSED :{st.gameObject.name}");
}
}
CallTreeNodeType GetType(MonoBehaviour bhv)
{
if (bhv == null)
return CallTreeNodeType.Callable;
else if (bhv is EventBase)
return CallTreeNodeType.Event;
else if (bhv is LogicBase)
return CallTreeNodeType.Logic;
else if (bhv is ActionBase)
return CallTreeNodeType.Action;
else if (bhv is StateMachine)
return CallTreeNodeType.StateMachine;
else if (bhv is State)
return CallTreeNodeType.State;
else if (bhv is Factory)
return CallTreeNodeType.Factory;
else if (bhv is OnMessageEvent || bhv is SendMessageAction)
return CallTreeNodeType.Message;
else
return CallTreeNodeType.Callable;
}
class CallTreeNode
{
public string Name;
public MonoBehaviour Target;
public List<CallTreeNode> Children;
public CallTreeNodeType Type;
public CallTreeNode(MonoBehaviour target, CallTreeNodeType type, string name = "")
{
Name = string.IsNullOrEmpty(name) ? target.GetType().Name : name;
Target = target;
Type = type;
Children = new List<CallTreeNode>();
}
public bool Filter(GameObject go, string filter)
{
bool keep = (go == null || this.Target.gameObject == go)
&& (string.IsNullOrEmpty(filter) ? true : this.Name.Contains(filter));
if(!keep)
{
foreach (var node in Children)
keep = keep || node.Filter(go, filter);
}
return keep;
}
}
public enum CallTreeNodeType
{
Callable,
Event,
Logic,
Action,
Message,
StateMachine,
State,
Factory
}
class CallTreeView : TreeView
{
Dictionary<string, List<CallTreeNode>> m_Roots;
Dictionary<int, CallTreeNode> m_Bindings;
public CallTreeView(Dictionary<string, List<CallTreeNode>> roots) : base(new TreeViewState())
{
m_Roots = roots;
m_Bindings = new Dictionary<int, CallTreeNode>();
}
public string stringFilter { get { return m_StringFilter; } }
[SerializeField]
GameObject m_filter = null;
[SerializeField]
string m_StringFilter = "";
public bool AutoFilter { get; private set; }
public void ToggleAutoFilter()
{
SetAutoFilter(!AutoFilter);
}
public void SetAutoFilter(bool value)
{
AutoFilter = value;
if (AutoFilter)
{
Selection.selectionChanged += UpdateAutoFilter;
if(this.HasSelection())
{
SetObjectFilter(m_Bindings[this.GetSelection()[0]].Target.gameObject);
}
}
else
Selection.selectionChanged -= UpdateAutoFilter;
}
void UpdateAutoFilter()
{
if (Selection.activeGameObject != null)
SetObjectFilter(Selection.activeGameObject);
}
public void SetObjectFilter(GameObject filter = null)
{
m_filter = filter;
Reload();
}
public void SetStringFilter(string stringFilter)
{
m_StringFilter = stringFilter;
Reload();
}
protected override TreeViewItem BuildRoot()
{
int id = -1;
m_Bindings.Clear();
var treeRoot = new TreeViewItem(++id, -1, "~Root");
foreach(var kvp in m_Roots)
{
if (kvp.Value == null || kvp.Value.Count == 0)
continue;
var currentRoot = new TreeViewItem(++id, 0, kvp.Key);
treeRoot.AddChild(currentRoot);
foreach (var node in kvp.Value)
{
if (node.Filter(m_filter, m_StringFilter))
{
currentRoot.AddChild(GetNode(node, ref id, 1));
}
}
}
if (treeRoot.children == null)
{
treeRoot.AddChild(new TreeViewItem(1, 0, "(No Results)"));
}
return treeRoot;
}
TreeViewItem GetNode(CallTreeNode node, ref int id, int depth)
{
id++;
var item = new TreeViewItem(id, depth, $"{node.Name}");
item.icon = GetIcon(node.Target, node.Type);
m_Bindings.Add(id, node);
foreach(var child in node.Children)
{
item.AddChild(GetNode(child, ref id, depth + 1));
}
return item;
}
Texture2D GetIcon(MonoBehaviour bhv, CallTreeNodeType type)
{
if(bhv != null && type != CallTreeNodeType.Callable)
{
var texture = EditorGUIUtility.ObjectContent(bhv, bhv.GetType()).image;
if (texture != null)
return texture as Texture2D;
}
switch(type)
{
default:
case CallTreeNodeType.Callable:
return Styles.Callable;
case CallTreeNodeType.Action:
return Styles.Action;
case CallTreeNodeType.Logic:
return Styles.Logic;
case CallTreeNodeType.Event:
return Styles.Event;
case CallTreeNodeType.Message:
return Styles.Message;
case CallTreeNodeType.State:
return Styles.State;
case CallTreeNodeType.Factory:
return Styles.Factory;
case CallTreeNodeType.StateMachine:
return Styles.StateMachine;
}
}
protected override void SelectionChanged(IList<int> selectedIds)
{
if (AutoFilter)
return;
base.SelectionChanged(selectedIds);
if (selectedIds.Count > 0 && m_Bindings.ContainsKey(selectedIds[0]))
Selection.activeObject = m_Bindings[selectedIds[0]].Target;
}
public static class Styles
{
public static Texture2D Callable = Icon("Misc/ic-callable.png");
public static Texture2D Action = Icon("Actions/ic-action-generic.png");
public static Texture2D Logic = Icon("Logic/ic-generic-logic.png");
public static Texture2D Event = Icon("Events/ic-event-generic.png");
public static Texture2D Message = Icon("Events/ic-event-message .png");
public static Texture2D StateMachine = Icon("Misc/ic-StateMachine.png");
public static Texture2D State = Icon("Misc/ic-State.png");
public static Texture2D Factory = Icon("Misc/ic-Factory.png");
static Texture2D Icon(string path)
{
return AssetDatabase.LoadAssetAtPath<Texture2D>($"Packages/net.peeweek.gameplay-ingredients/Icons/{path}");
}
}
}
}
}