chore: initial commit
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2026 Kybernetik //
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only]
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/// Stores data which needs to survive assembly reloading (such as from script compilation), but can be discarded
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/// when the Unity Editor is closed.
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/// </summary>
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/// https://kybernetik.com.au/animancer/api/Animancer.Editor/TemporarySettings
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internal class TemporarySettings : ScriptableObject
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{
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/************************************************************************************************************************/
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#region Instance
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/************************************************************************************************************************/
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private static TemporarySettings _Instance;
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/// <summary>Finds an existing instance of this class or creates a new one.</summary>
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private static TemporarySettings Instance
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=> AnimancerEditorUtilities.FindOrCreate(
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ref _Instance,
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HideFlags.HideAndDontSave | HideFlags.DontUnloadUnusedAsset);
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/************************************************************************************************************************/
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protected virtual void OnEnable()
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{
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OnEnableSelection();
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}
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protected virtual void OnDisable()
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{
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OnDisableSelection();
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Event Selection
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/************************************************************************************************************************/
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private readonly Dictionary<Object, Dictionary<string, int>>
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ObjectToPropertyPathToSelectedEvent = new();
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/************************************************************************************************************************/
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public static int GetSelectedEvent(SerializedProperty property)
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{
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var instance = Instance;
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if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(property.serializedObject.targetObject, out var pathToSelection))
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return -1;
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else if (pathToSelection.TryGetValue(property.propertyPath, out var selection))
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return selection;
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else
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return -1;
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}
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/************************************************************************************************************************/
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public static void SetSelectedEvent(SerializedProperty property, int eventIndex)
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{
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var pathToSelection = GetOrCreatePathToSelection(property.serializedObject.targetObject);
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if (eventIndex >= 0)
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pathToSelection[property.propertyPath] = eventIndex;
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else
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pathToSelection.Remove(property.propertyPath);
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}
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/************************************************************************************************************************/
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private static Dictionary<string, int> GetOrCreatePathToSelection(Object obj)
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{
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var instance = Instance;
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if (!instance.ObjectToPropertyPathToSelectedEvent.TryGetValue(obj, out var pathToSelection))
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instance.ObjectToPropertyPathToSelectedEvent.Add(obj, pathToSelection = new());
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return pathToSelection;
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}
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/************************************************************************************************************************/
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[SerializeField] private Serialization.ObjectReference[] _EventSelectionObjects;
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[SerializeField] private string[] _EventSelectionPropertyPaths;
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[SerializeField] private int[] _EventSelectionIndices;
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/************************************************************************************************************************/
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private void OnDisableSelection()
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{
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var objects = new List<Serialization.ObjectReference>();
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var paths = new List<string>();
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var indices = new List<int>();
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foreach (var objectToSelection in ObjectToPropertyPathToSelectedEvent)
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{
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foreach (var pathToSelection in objectToSelection.Value)
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{
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objects.Add(objectToSelection.Key);
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paths.Add(pathToSelection.Key);
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indices.Add(pathToSelection.Value);
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}
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}
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_EventSelectionObjects = objects.ToArray();
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_EventSelectionPropertyPaths = paths.ToArray();
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_EventSelectionIndices = indices.ToArray();
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}
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/************************************************************************************************************************/
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private void OnEnableSelection()
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{
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if (_EventSelectionObjects == null ||
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_EventSelectionPropertyPaths == null ||
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_EventSelectionIndices == null)
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return;
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var count = _EventSelectionObjects.Length;
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if (count > _EventSelectionPropertyPaths.Length)
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count = _EventSelectionPropertyPaths.Length;
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if (count > _EventSelectionIndices.Length)
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count = _EventSelectionIndices.Length;
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for (int i = 0; i < count; i++)
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{
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var obj = _EventSelectionObjects[i];
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if (obj.IsValid())
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{
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var pathToSelection = GetOrCreatePathToSelection(obj);
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pathToSelection.Add(_EventSelectionPropertyPaths[i], _EventSelectionIndices[i]);
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}
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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#region Preview Models
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/************************************************************************************************************************/
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[SerializeField]
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private List<GameObject> _PreviewModels;
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public static List<GameObject> PreviewModels
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{
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get
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{
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var instance = Instance;
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AnimancerEditorUtilities.RemoveMissingAndDuplicates(ref instance._PreviewModels);
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return instance._PreviewModels;
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}
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}
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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}
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}
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#endif
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