File size: 7,787 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 | using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace UnityEditor.Timeline
{
// Describes the object references on a ScriptableObject, ignoring script fields
struct ObjectReferenceField
{
public string propertyPath;
public bool isSceneReference;
public System.Type type;
private readonly static ObjectReferenceField[] None = new ObjectReferenceField[0];
private readonly static Dictionary<System.Type, ObjectReferenceField[]> s_Cache = new Dictionary<System.Type, ObjectReferenceField[]>();
public static ObjectReferenceField[] FindObjectReferences(System.Type type)
{
if (type == null)
return None;
if (type.IsAbstract || type.IsInterface)
return None;
if (!typeof(ScriptableObject).IsAssignableFrom(type))
return None;
ObjectReferenceField[] result = null;
if (s_Cache.TryGetValue(type, out result))
return result;
result = SearchForFields(type);
s_Cache[type] = result;
return result;
}
public static ObjectReferenceField[] FindObjectReferences<T>() where T : ScriptableObject, new()
{
return FindObjectReferences(typeof(T));
}
private static ObjectReferenceField[] SearchForFields(System.Type t)
{
Object instance = ScriptableObject.CreateInstance(t);
var list = new List<ObjectReferenceField>();
var serializableObject = new SerializedObject(instance);
var prop = serializableObject.GetIterator();
bool enterChildren = true;
while (prop.NextVisible(enterChildren))
{
enterChildren = true;
var ppath = prop.propertyPath;
if (ppath == "m_Script")
{
enterChildren = false;
}
else if (prop.propertyType == SerializedPropertyType.ObjectReference || prop.propertyType == SerializedPropertyType.ExposedReference)
{
enterChildren = false;
var exposedType = GetTypeFromPath(t, prop.propertyPath);
if (exposedType != null && typeof(Object).IsAssignableFrom(exposedType))
{
bool isSceneRef = prop.propertyType == SerializedPropertyType.ExposedReference;
list.Add(
new ObjectReferenceField() { propertyPath = prop.propertyPath, isSceneReference = isSceneRef, type = exposedType }
);
}
}
}
Object.DestroyImmediate(instance);
if (list.Count == 0)
return None;
return list.ToArray();
}
private static System.Type GetTypeFromPath(System.Type baseType, string path)
{
if (string.IsNullOrEmpty(path))
return null;
System.Type parentType = baseType;
FieldInfo field = null;
var pathTo = path.Split(new char[] { '.' }, StringSplitOptions.RemoveEmptyEntries);
var flags = BindingFlags.FlattenHierarchy | BindingFlags.Public | BindingFlags.NonPublic |
BindingFlags.Instance;
foreach (string s in pathTo)
{
field = parentType.GetField(s, flags);
while (field == null)
{
if (parentType.BaseType == null)
return null; // Should not happen really. Means SerializedObject got the property, but the reflection missed it
parentType = parentType.BaseType;
field = parentType.GetField(s, flags);
}
parentType = field.FieldType;
}
// dig out exposed reference types
if (field.FieldType.IsGenericType && field.FieldType.GetGenericTypeDefinition() == typeof(ExposedReference<Object>).GetGenericTypeDefinition())
{
return field.FieldType.GetGenericArguments()[0];
}
return field.FieldType;
}
public Object Find(ScriptableObject sourceObject, Object context = null)
{
if (sourceObject == null)
return null;
SerializedObject obj = new SerializedObject(sourceObject, context);
var prop = obj.FindProperty(propertyPath);
if (prop == null)
throw new InvalidOperationException("sourceObject is not of the proper type. It does not contain a path to " + propertyPath);
Object result = null;
if (isSceneReference)
{
if (prop.propertyType != SerializedPropertyType.ExposedReference)
throw new InvalidOperationException(propertyPath + " is marked as a Scene Reference, but is not an exposed reference type");
if (context == null)
Debug.LogWarning("ObjectReferenceField.Find " + " is called on a scene reference without a context, will always be null");
result = prop.exposedReferenceValue;
}
else
{
if (prop.propertyType != SerializedPropertyType.ObjectReference)
throw new InvalidOperationException(propertyPath + "is marked as an asset reference, but is not an object reference type");
result = prop.objectReferenceValue;
}
return result;
}
/// <summary>
/// Check if an Object satisfies this field, including components
/// </summary>
public bool IsAssignable(Object obj)
{
if (obj == null)
return false;
// types match
bool potentialMatch = type.IsAssignableFrom(obj.GetType());
// field is component, and it exists on the gameObject
if (!potentialMatch && typeof(Component).IsAssignableFrom(type) && obj is GameObject)
potentialMatch = ((GameObject)obj).GetComponent(type) != null;
return potentialMatch && isSceneReference == obj.IsSceneObject();
}
/// <summary>
/// Assigns a value to the field
/// </summary>
public bool Assign(ScriptableObject scriptableObject, Object value, IExposedPropertyTable exposedTable = null)
{
var serializedObject = new SerializedObject(scriptableObject, exposedTable as Object);
var property = serializedObject.FindProperty(propertyPath);
if (property == null)
return false;
// if the value is a game object, but the field is a component
if (value is GameObject && typeof(Component).IsAssignableFrom(type))
value = ((GameObject)value).GetComponent(type);
if (isSceneReference)
{
property.exposedReferenceValue = value;
// the object gets dirtied, but not the scene which is where the reference is stored
var component = exposedTable as Component;
if (component != null && !EditorApplication.isPlaying)
EditorSceneManager.MarkSceneDirty(component.gameObject.scene);
}
else
property.objectReferenceValue = value;
serializedObject.ApplyModifiedProperties();
return true;
}
}
}
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