using UnityEditor;
using UnityEngine;
using PathBerserker2d;
namespace BaseGames.Editor
{
///
/// 快捷键:BaseGames → Tools → Bake All NavSurfaces(Ctrl+Shift+B)
/// 烘焙当前场景中所有 PathBerserker2d NavSurface 的导航网格。
/// 等效于在每个 NavSurface Inspector 中逐一点击 "Bake"。
///
public static class NavSurfaceBakeShortcut
{
[MenuItem("BaseGames/Tools/Bake All NavSurfaces %#b", priority = 100)]
public static void BakeAll()
{
var surfaces = Object.FindObjectsByType(FindObjectsSortMode.None);
if (surfaces.Length == 0)
{
Debug.Log("[NavSurfaceBake] 当前场景没有找到 NavSurface 组件。");
return;
}
int count = 0;
foreach (var surface in surfaces)
{
if (surface == null) continue;
surface.StartBakeJob();
EditorApplication.update -= MakeWatcher(surface);
EditorApplication.update += MakeWatcher(surface);
count++;
}
Debug.Log($"[NavSurfaceBake] 开始烘焙 {count} 个 NavSurface……");
}
[MenuItem("BaseGames/Tools/Bake All NavSurfaces %#b", validate = true)]
private static bool BakeAllValidate()
{
// 仅在非 Play Mode 时可用(NavSurface.Bake 仅支持编辑器模式)
return !Application.isPlaying;
}
// ── 每个 NavSurface 独立监听烘焙完成 ──────────────────────────────
private static EditorApplication.CallbackFunction MakeWatcher(NavSurface surface)
{
EditorApplication.CallbackFunction watcher = null;
watcher = () =>
{
if (surface == null || surface.BakeJob == null)
{
EditorApplication.update -= watcher;
return;
}
if (surface.BakeJob.IsFinished)
{
EditorApplication.update -= watcher;
EditorUtility.SetDirty(surface);
Debug.Log($"[NavSurfaceBake] ✓ {surface.name} 烘焙完成({surface.BakeJob.TotalBakeTime} ms)");
}
};
return watcher;
}
}
}