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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
static class SubSceneGUI
{
static Dictionary<GameObject, SceneHierarchyHooks.SubSceneInfo> m_SubSceneHeadersMap = new Dictionary<GameObject, SceneHierarchyHooks.SubSceneInfo>();
static Dictionary<Scene, SceneHierarchyHooks.SubSceneInfo> m_SceneToSubSceneMap = new Dictionary<Scene, SceneHierarchyHooks.SubSceneInfo>();
static Dictionary<SceneAsset, SceneHierarchyHooks.SubSceneInfo> m_SceneAssetToSubSceneMap = new Dictionary<SceneAsset, SceneHierarchyHooks.SubSceneInfo>();
const int kMaxSubSceneIterations = 100;
static float s_HalfFoldoutWidth = 6f;
static float s_SubSceneHeaderIndentAdjustment = -2f;
internal static void FetchSubSceneInfo()
{
if (SceneHierarchyHooks.provideSubScenes != null)
{
m_SubSceneHeadersMap = new Dictionary<GameObject, SceneHierarchyHooks.SubSceneInfo>();
m_SceneToSubSceneMap = new Dictionary<Scene, SceneHierarchyHooks.SubSceneInfo>();
m_SceneAssetToSubSceneMap = new Dictionary<SceneAsset, SceneHierarchyHooks.SubSceneInfo>();
var subSceneInfos = SceneHierarchyHooks.provideSubScenes();
foreach (var subSceneInfo in subSceneInfos)
{
if (subSceneInfo.transform == null)
{
Debug.LogError("Invalid Transform");
continue;
}
m_SubSceneHeadersMap[subSceneInfo.transform.gameObject] = subSceneInfo;
if (subSceneInfo.scene.IsValid())
m_SceneToSubSceneMap[subSceneInfo.scene] = subSceneInfo;
if (subSceneInfo.sceneAsset)
m_SceneAssetToSubSceneMap[subSceneInfo.sceneAsset] = subSceneInfo;
}
}
}
internal static bool IsUsingSubScenes()
{
return SceneHierarchyHooks.provideSubScenes != null;
}
static Transform GetParentCheckSubScenes(Transform transform)
{
if (transform.parent == null)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SceneToSubSceneMap.TryGetValue(transform.gameObject.scene, out subScene))
return subScene.transform;
else
return null; // Reached root of a root scene
}
return transform.parent;
}
internal static bool IsChildOrSameAsOtherTransform(Transform transform, Transform otherTransform)
{
if (IsUsingSubScenes())
{
Transform current = transform;
int i = 0;
while (current != null && i++ < kMaxSubSceneIterations)
{
if (current == otherTransform)
return true;
current = GetParentCheckSubScenes(current);
}
if (i >= kMaxSubSceneIterations)
Debug.LogError("Recursive SubScene setup detected. Report a bug.");
}
else
{
Transform current = transform;
while (current != null)
{
if (current == otherTransform)
return true;
current = current.parent;
}
}
return false;
}
internal static bool IsSubSceneHeader(GameObject gameObject)
{
return IsUsingSubScenes() && m_SubSceneHeadersMap.ContainsKey(gameObject);
}
internal static void CreateClosedSubSceneContextClick(GenericMenu menu, SceneHierarchyHooks.SubSceneInfo subScene)
{
var selectAssetContent = EditorGUIUtility.TrTextContent("Select Scene Asset");
if (subScene.sceneAsset)
menu.AddItem(selectAssetContent, false, SelectSceneAsset, subScene.sceneAsset);
else
menu.AddDisabledItem(selectAssetContent);
}
static void SelectSceneAsset(object userData)
{
SceneAsset sceneAssetObject = (SceneAsset)userData;
Selection.activeObject = sceneAssetObject;
EditorGUIUtility.PingObject(sceneAssetObject);
}
internal static string GetSubSceneHeaderText(GameObject gameObject)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SubSceneHeadersMap.TryGetValue(gameObject, out subScene))
{
if (SceneHierarchyHooks.provideSubSceneName != null)
return SceneHierarchyHooks.provideSubSceneName(subScene);
return subScene.sceneName;
}
return null;
}
internal static bool UseBoldFontForGameObject(GameObject gameObject)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SubSceneHeadersMap.TryGetValue(gameObject, out subScene))
{
return subScene.scene == SceneManager.GetActiveScene();
}
return false;
}
internal static SceneHierarchyHooks.SubSceneInfo GetSubSceneInfo(Scene scene)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SceneToSubSceneMap.TryGetValue(scene, out subScene))
return subScene;
return default(SceneHierarchyHooks.SubSceneInfo);
}
internal static SceneHierarchyHooks.SubSceneInfo GetSubSceneInfo(SceneAsset sceneAsset)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SceneAssetToSubSceneMap.TryGetValue(sceneAsset, out subScene))
return subScene;
return default(SceneHierarchyHooks.SubSceneInfo);
}
internal static SceneHierarchyHooks.SubSceneInfo GetSubSceneInfo(GameObject gameObject)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (gameObject != null && m_SubSceneHeadersMap.TryGetValue(gameObject, out subScene))
return subScene;
return default(SceneHierarchyHooks.SubSceneInfo);
}
internal static Color GetColorForSubScene(Scene scene)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SceneToSubSceneMap.TryGetValue(scene, out subScene))
return subScene.color;
return Color.grey;
}
internal static Scene GetSubScene(GameObject gameObject)
{
SceneHierarchyHooks.SubSceneInfo subScene;
if (m_SubSceneHeadersMap.TryGetValue(gameObject, out subScene))
return subScene.scene;
return default(Scene);
}
internal static void DrawSubSceneHeaderBackground(Rect rect, float baseIndent, float indentWidth, GameObject gameObject)
{
float indent = CalcIndentOfSubSceneHeader(gameObject, baseIndent, indentWidth);
if (indent < 0)
{
Debug.LogError("Only call DrawSubSceneHeaderBackground if IsSubSceneHeader() is true");
return;
}
Rect headerRect = rect;
headerRect.xMin += indent;
Color oldColor = GUI.color;
GUI.color = GUI.color * new Color(1, 1, 1, 0.9f); // dimmed compared to main scene headers
GUI.Label(headerRect, GUIContent.none, GameObjectTreeViewGUI.GameObjectStyles.sceneHeaderBg);
GUI.color = oldColor;
}
static float CalcIndentOfSubSceneHeader(GameObject gameObject, float baseIndent, float indentWidth)
{
SceneHierarchyHooks.SubSceneInfo subSceneInfo;
if (gameObject == null || !m_SubSceneHeadersMap.TryGetValue(gameObject, out subSceneInfo))
return -1; // Input is not a sub scene GameObject
int hierarchyDepth = CalculateHierarchyDepthOfSubScene(subSceneInfo);
if (hierarchyDepth > 0)
{
return baseIndent + s_SubSceneHeaderIndentAdjustment + (hierarchyDepth * indentWidth);
}
return -1f;
}
// Temp cache for optimizing vertical line drawing
static SceneHierarchyHooks.SubSceneInfo s_LastSubSceneInfo;
static Rect s_LastRectCalculated;
internal static Rect GetRectForVerticalLine(Rect rowRect, float baseIndent, float indentWidth, Scene scene)
{
// Fast path: reuse last rect if same scene
if (s_LastSubSceneInfo.isValid && s_LastSubSceneInfo.scene == scene)
{
s_LastRectCalculated.y = rowRect.y;
return s_LastRectCalculated;
}
// Reset and calculate new rect
s_LastRectCalculated = new Rect();
if (!m_SceneToSubSceneMap.TryGetValue(scene, out s_LastSubSceneInfo))
return new Rect();
if (s_LastSubSceneInfo.color.a == 0)
return new Rect();
float indent = CalcIndentOfVerticalLine(s_LastSubSceneInfo, baseIndent, indentWidth);
if (indent < 0)
return new Rect();
s_LastRectCalculated = rowRect;
s_LastRectCalculated.x += indent;
s_LastRectCalculated.width = 1;
return s_LastRectCalculated;
}
internal static void DrawVerticalLine(Rect rowRect, float baseIndent, float indentWidth, GameObject gameObject)
{
if (gameObject == null)
return;
if (Event.current.type == EventType.Repaint)
{
Scene scene = gameObject.scene;
Rect lineRect = GetRectForVerticalLine(rowRect, baseIndent, indentWidth, scene);
if (lineRect.width > 0f)
{
Color color = GetColorForSubScene(scene);
GUI.DrawTexture(lineRect, EditorGUIUtility.whiteTexture, ScaleMode.StretchToFill, true, 1, color, color, color, color, Vector4.zero, Vector4.zero, false);
}
}
}
static float CalcIndentOfVerticalLine(SceneHierarchyHooks.SubSceneInfo subSceneInfo, float baseIndent, float indentWidth)
{
int hierarchyDepth = CalculateHierarchyDepthOfSubScene(subSceneInfo);
if (hierarchyDepth > 0)
{
return baseIndent + hierarchyDepth * indentWidth + s_HalfFoldoutWidth;
}
return -1f;
}
internal static int CalculateHierarchyDepthOfSubScene(SceneHierarchyHooks.SubSceneInfo subSceneInfo)
{
if (!subSceneInfo.isValid)
return -1;
int hierarchyDepth = 0;
int i = 0;
while (i++ < kMaxSubSceneIterations)
{
hierarchyDepth += FindTransformDepth(subSceneInfo.transform) + 1; // the +1 is for the SubScene header
if (!m_SceneToSubSceneMap.TryGetValue(subSceneInfo.transform.gameObject.scene, out subSceneInfo))
break;
}
if (i >= kMaxSubSceneIterations)
Debug.LogError("Recursive SubScene setup detected. Report a bug.");
return hierarchyDepth;
}
static int FindTransformDepth(Transform transform)
{
var trans = transform.parent;
int depth = 0;
while (trans != null)
{
depth++;
trans = trans.parent;
}
return depth;
}
}