Initial commit

This commit is contained in:
HussienX72u
2026-07-21 08:56:10 +03:00
commit 4017028111
9410 changed files with 2150500 additions and 0 deletions
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using UnityEngine;
using UnityEditor;
using System.IO;
using System.Reflection;
public class BlockDataCreatorEditor : EditorWindow
{
private GameObject prefab;
private string saveFolder = "Assets/Resources/BlocksData/Final";
[MenuItem("Tools/Block Data Creator")]
public static void ShowWindow() =>
GetWindow<BlockDataCreatorEditor>("Block Data Creator");
private void OnGUI()
{
GUILayout.Label("Block Data Creator", EditorStyles.boldLabel);
EditorGUILayout.Space();
prefab = (GameObject)EditorGUILayout.ObjectField("Block Prefab", prefab, typeof(GameObject), false);
EditorGUILayout.Space();
GUILayout.Label("Save Paths", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
saveFolder = EditorGUILayout.TextField("BlockData Folder", saveFolder);
if (GUILayout.Button("Browse", GUILayout.Width(60)))
saveFolder = BrowseFolder(saveFolder);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
GUI.enabled = prefab != null;
if (GUILayout.Button("Create BlockData"))
CreateBlockData();
GUI.enabled = true;
if (prefab == null)
EditorGUILayout.HelpBox("Assign a prefab to get started.", MessageType.Info);
}
public void CreateBlockData()
{
EnsureFolderExists(saveFolder);
// ── 1. Create BlockData ───────────────────────────────────────────────
BlockData blockData = ScriptableObject.CreateInstance<BlockData>();
blockData.blockName = prefab.name;
blockData.blockPrefab = prefab;
string assetPath = AssetDatabase.GenerateUniqueAssetPath(
$"{saveFolder}/{prefab.name}_BlockData.asset");
AssetDatabase.CreateAsset(blockData, assetPath);
AssetDatabase.SaveAssets();
// ── 2. Assign BlockData back to the Block component on the prefab ─────
Block block = prefab.GetComponent<Block>();
if (block != null)
{
SerializedObject so = new SerializedObject(block);
SerializedProperty prop = so.FindProperty("BlockData");
if (prop != null)
{
prop.objectReferenceValue = blockData;
so.ApplyModifiedProperties();
PrefabUtility.SavePrefabAsset(prefab);
Debug.Log($"[BlockDataCreator] BlockData assigned to {prefab.name}.");
}
else
Debug.LogWarning("[BlockDataCreator] 'BlockData' field not found on Block component.");
}
else
Debug.LogWarning($"[BlockDataCreator] No Block component on {prefab.name}.");
// ── 3. Ping the new asset ─────────────────────────────────────────────
EditorUtility.FocusProjectWindow();
Selection.activeObject = blockData;
EditorGUIUtility.PingObject(blockData);
Debug.Log($"[BlockDataCreator] Created: {assetPath}");
}
public BlockData CreateBlockData(GameObject Prefab)
{
EnsureFolderExists(saveFolder);
// ── 1. Create BlockData ───────────────────────────────────────────────
BlockData blockData = ScriptableObject.CreateInstance<BlockData>();
blockData.blockName = Prefab.name;
blockData.blockPrefab = Prefab;
string assetPath = AssetDatabase.GenerateUniqueAssetPath(
$"{saveFolder}/{Prefab.name}_BlockData.asset");
AssetDatabase.CreateAsset(blockData, assetPath);
AssetDatabase.SaveAssets();
// ── 2. Assign BlockData back to the Block component on the prefab ─────
Block block = Prefab.GetComponent<Block>();
if (block != null)
{
SerializedObject so = new SerializedObject(block);
SerializedProperty prop = so.FindProperty("BlockData");
if (prop != null)
{
prop.objectReferenceValue = blockData;
so.ApplyModifiedProperties();
PrefabUtility.SavePrefabAsset(Prefab);
Debug.Log($"[BlockDataCreator] BlockData assigned to {Prefab.name}.");
}
else
Debug.LogWarning("[BlockDataCreator] 'BlockData' field not found on Block component.");
}
else
Debug.LogWarning($"[BlockDataCreator] No Block component on {Prefab.name}.");
// ── 3. Ping the new asset ─────────────────────────────────────────────
EditorUtility.FocusProjectWindow();
Selection.activeObject = blockData;
EditorGUIUtility.PingObject(blockData);
Debug.Log($"[BlockDataCreator] Created: {assetPath}");
// ── 4. Return the Block Data ──────────────────────────────────────────
return blockData;
}
private string BrowseFolder(string current)
{
string abs = EditorUtility.OpenFolderPanel("Select Folder", current, "");
if (string.IsNullOrEmpty(abs)) return current;
if (abs.StartsWith(Application.dataPath))
return "Assets" + abs.Substring(Application.dataPath.Length);
Debug.LogWarning("[BlockDataCreator] Folder must be inside Assets.");
return current;
}
private void EnsureFolderExists(string path)
{
if (AssetDatabase.IsValidFolder(path)) return;
string parent = Path.GetDirectoryName(path).Replace("\\", "/");
EnsureFolderExists(parent);
AssetDatabase.CreateFolder(parent, Path.GetFileName(path));
}
}
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using UnityEngine;
using UnityEditor;
using System.IO;
public class BlockDataIconLinker : AssetPostprocessor
{
// Fires after any assets are imported
static void OnPostprocessAllAssets(
string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths)
{
foreach (string assetPath in importedAssets)
{
// Only care about Texture2D PNGs
if (!assetPath.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase))
continue;
Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
if (texture == null) continue;
// Try to find a matching BlockData for this texture
TryLinkToBlockData(texture, assetPath);
}
}
private static void TryLinkToBlockData(Texture2D texture, string texturePath)
{
string textureName = Path.GetFileNameWithoutExtension(texturePath);
// Find all BlockData assets in the project
string[] guids = AssetDatabase.FindAssets("t:BlockData");
foreach (string guid in guids)
{
string blockDataPath = AssetDatabase.GUIDToAssetPath(guid);
BlockData blockData = AssetDatabase.LoadAssetAtPath<BlockData>(blockDataPath);
if (blockData == null || blockData.blockPrefab == null) continue;
// Match by checking if the texture name contains the prefab name
// Handles prefixes/suffixes like "Icon_zPin", "Icon_zPin_v2", etc.
if (!textureName.Contains(blockData.blockPrefab.name)) continue;
// Skip if already assigned to avoid unnecessary reimports
if (blockData.icon == texture || blockData.icon != null) continue;
blockData.icon = texture;
EditorUtility.SetDirty(blockData);
AssetDatabase.SaveAssetIfDirty(blockData);
Debug.Log($"[BlockDataIconLinker] Linked '{texturePath}' → '{blockDataPath}'");
}
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public enum PlaneAxis
{
XZ = 0,
XY = 1,
YZ = 2
}
[System.Serializable]
public class PlaneSelection
{
public PlaneAxis planeAxis;
public GameObject WorldGrid;
}
public class PlaneSelector : MonoBehaviour
{
public TMP_Dropdown planeAxisDropDown;
public PlaneSelection[] PlaneAxis;
private void Start()
{
planeAxisDropDown.onValueChanged.AddListener(OnPlaneAxisChanged);
UpdatePlaneVisibility();
}
private void OnPlaneAxisChanged(int index)
{
UpdatePlaneVisibility();
}
private void UpdatePlaneVisibility()
{
foreach (var plane in PlaneAxis)
{
if (plane.planeAxis == (PlaneAxis)planeAxisDropDown.value)
{
plane.WorldGrid.SetActive(true);
}
else
{
plane.WorldGrid.SetActive(false);
}
}
}
}
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using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[System.Serializable]
public class mainComponent
{
[Header("Input the scripts for the components as intstructed by their name")]
[Tooltip("Input the Grab Interactable script here")] public MonoScript GrabInteractable;
[Tooltip("Input the Mechanical Block script here")] public MonoScript MechanicalBlock;
[Tooltip("Input the Attachable Block script here")] public MonoScript AttachableBlock;
[Tooltip("Input the Socket Container script here")] public MonoScript SocketContainer;
[Tooltip("Input the Placement Validator script here")] public MonoScript PlacementValidator;
[Tooltip("Input the Socket Point script here")] public MonoScript SocketPoint;
[Tooltip("Input the Block Container Init script here")] public MonoScript ContainerInit;
}
[System.Serializable]
public class blockSettings
{
[System.Serializable]
public class GrabInteractableSettings
{
[Header("WIP")]
public string Test;
}
[System.Serializable]
public class MechanicalBlockSettings
{
[Header("WIP")]
public string Test;
}
[System.Serializable]
public class AttachableBlockSettings
{
public BlockType Type;
}
[System.Serializable]
public class SocketContainerSettings
{
[Header("WIP")]
public string Test;
}
[System.Serializable]
public class ValidatorSettings
{
public LayerMask CollisionLayerMask;
}
[System.Serializable]
public class SocketPointSettings
{
public float SocketRadius;
}
[System.Serializable]
public class MiscSettings
{
public LayerMask BlockLayer;
}
public GrabInteractableSettings grabInteractable;
public MechanicalBlockSettings mechanicalBlock;
public AttachableBlockSettings attachableBlock;
public SocketContainerSettings socketContainer;
public ValidatorSettings validator;
public SocketPointSettings socketPoint;
public MiscSettings MiscellaneousSettings;
}
[CreateAssetMenu(fileName = "BlockPrefabSettings", menuName = "Youssef Tools/Prefab Creator Settings")]
public class PrefabCreatorSettings : ScriptableObject
{
public mainComponent MainComponents;
public blockSettings BlockSettings;
public CategoryData categoryData;
[Header("-- Save Settings --")]
[ContextMenuItem("Browse Folder", "Browse")]
public string SavePath = "Assets/_Project/Prefabs";
public string Name = "Block";
public bool IteratedNumbering = false;
public string Suffix = " vX";
[Header("-- Behavior [Leave if unsure] --")]
public bool OverwriteExisting = false;
private void Browse()
{
string path = EditorUtility.OpenFolderPanel("Select Save Folder", "Assets", "");
if (!string.IsNullOrEmpty(path))
{
if (path.StartsWith(Application.dataPath))
{
SavePath = "Assets" + path.Substring(Application.dataPath.Length);
}
else
{
Debug.LogWarning("Please select a folder inside the Assets directory.");
}
}
}
}
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using Codice.CM.SEIDInfo;
using IconsCreationTool.Editor.Core;
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Unity.EditorCoroutines.Editor;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using static UnityEditor.Experimental.GraphView.GraphView;
using static UnityEngine.GraphicsBuffer;
public class PrefabCreatorTool
{
static BlockDataCreatorEditor BDCE = new BlockDataCreatorEditor();
static IconsCreator IC = new IconsCreator();
[MenuItem("Youssef Tools/Create Prefab", false, 0)]
static void CreatePrefab()
{
string SavedPath = EditorPrefs.GetString("YoussefTool_SettingsPath", "");
if (string.IsNullOrEmpty(SavedPath))
{
Debug.Log("Couldn't find settings script. Please add it via the setup window");
return;
}
else
{
Debug.Log("Found settings scriptable object");
}
PrefabCreatorSettings Settings = AssetDatabase.LoadAssetAtPath<PrefabCreatorSettings>(SavedPath);
if (Settings == null)
{
Debug.LogError("The assigned settings file was deleted or moved. Please reassign in the Settings Manager.");
return;
}
GameObject[] selectedObjects = Selection.gameObjects;
int count = selectedObjects.Length;
if (count == 0)
{
Debug.LogError("Please select a GameObject in the hierarchy first");
return;
}
for (int i = 0; i < count; i++)
{
float progress = (float)i / count;
EditorUtility.DisplayProgressBar("Creating Prefabs", $"Processing {selectedObjects[i].name}...", progress);
GameObject instObj = Object.Instantiate(selectedObjects[i]);
Undo.RegisterCreatedObjectUndo(instObj, "Create Prefab");
CreateStart(instObj, Settings);
}
EditorUtility.ClearProgressBar();
}
// Logic (ngl Youssef cooked here)
public static void CreateStart(GameObject Target, PrefabCreatorSettings Settings)
{
if (Target.transform.childCount == 0)
{
Debug.LogError("Please setup the target object by supplying it with the spheres as children");
return;
}
// Main mesh part
var MC = Settings.MainComponents;
if (MC.GrabInteractable != null)
{
var scriptType = MC.GrabInteractable.GetClass();
if (scriptType == null || !typeof(GrabInteractable).IsAssignableFrom(scriptType))
Debug.LogError("The Grab Interactable script is incorrect or does not inherit from GrabInteractable");
else
{
var gInteract = Target.AddComponent(scriptType);
}
}
if (MC.MechanicalBlock != null)
{
var scriptType = MC.MechanicalBlock.GetClass();
if (scriptType == null || !typeof(Block).IsAssignableFrom(scriptType))
Debug.LogError("The Block script is incorrect!");
else
{
var mBlock = Target.AddComponent(scriptType);
}
}
if (MC.AttachableBlock != null)
{
var scriptType = MC.AttachableBlock.GetClass();
if (scriptType == null || !typeof(AttachableBlock).IsAssignableFrom(scriptType))
Debug.LogError("The Attachable Block script is incorrect!");
else
{
Target.AddComponent(scriptType);
BlockType layerM = Settings.BlockSettings.attachableBlock.Type;
Target.GetComponent<AttachableBlock>().SetBlockType(layerM);
}
}
if (MC.SocketContainer != null)
{
var scriptType = MC.SocketContainer.GetClass();
if (scriptType == null || !typeof(SocketContainer).IsAssignableFrom(scriptType))
Debug.LogError("The Socket Container script is incorrect!");
else
{
var sContain = Target.AddComponent(scriptType);
}
}
if (MC.PlacementValidator != null)
{
var scriptType = MC.PlacementValidator.GetClass();
if (scriptType == null || !typeof(IValidator).IsAssignableFrom(scriptType))
Debug.LogError("The Validator script is incorrect!");
else
{
var pValidate = Target.AddComponent(scriptType);
LayerMask Coll = Settings.BlockSettings.validator.CollisionLayerMask;
Target.GetComponent<IValidator>().SetLayerMask(Coll);
}
}
if (MC.ContainerInit != null)
{
var scriptType = MC.ContainerInit.GetClass();
if (scriptType == null || !typeof(BlockContainerInit).IsAssignableFrom(scriptType))
Debug.LogError("The Block Container Init script is incorrect");
else
{
var cInit = Target.AddComponent(scriptType);
}
}
Rigidbody RB = Target.AddComponent<Rigidbody>();
MeshCollider MeshC = Target.AddComponent<MeshCollider>();
MeshC.convex = false;
RB.isKinematic = true;
RB.useGravity = false;
Target.transform.localEulerAngles = new Vector3(0, 0, 0);
var Tlayer = Settings.BlockSettings.MiscellaneousSettings.BlockLayer;
// Children part
Transform[] Children = Target.GetComponentsInChildren<Transform>().Where(x => x != Target.transform).ToArray();
if (Children.Length < 0)
Debug.Log($"No children exist for object {Target.name}, please make sure the object has children or add sockets manually");
else
{
foreach (Transform t in Children)
{
Object.DestroyImmediate(t.GetComponent<MeshRenderer>());
if (MC.SocketPoint != null)
{
var scriptType = MC.SocketPoint.GetClass();
if (scriptType == null || !typeof(SocketPoint).IsAssignableFrom(scriptType))
Debug.LogError("The Socket Point script is incorrect!");
else
{
t.gameObject.AddComponent(scriptType);
var sPoint = t.gameObject.GetComponent<SocketPoint>();
sPoint.SetSocketRadius(Settings.BlockSettings.socketPoint.SocketRadius);
}
}
Rigidbody rb = t.AddComponent<Rigidbody>();
CapsuleCollider sc = t.AddComponent<CapsuleCollider>();
rb.isKinematic = true;
rb.useGravity = false;
sc.isTrigger = true;
t.localPosition = new Vector3(t.localPosition.x, t.localPosition.y / 2, t.localPosition.z);
t.localScale = new Vector3(0.006f, 0.006f, 0.006f);
}
}
if (!Directory.Exists(Settings.SavePath))
{
Directory.CreateDirectory(Settings.SavePath);
AssetDatabase.Refresh();
}
string fileName = Settings.Name + Settings.Suffix;
string localPath = $"{Settings.SavePath}/{fileName}.prefab";
if (Settings.IteratedNumbering || !Settings.OverwriteExisting)
{
localPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
}
bool success;
GameObject prefabAsset = PrefabUtility.SaveAsPrefabAsset(Target, localPath, out success);
if (success)
{
Debug.Log($"Success! Prefab created at: {localPath}");
EditorGUIUtility.PingObject(prefabAsset);
}
else
{
Debug.LogError("Prefab failed to save. Check the Save Path in Settings.");
}
var BD = BDCE.CreateBlockData(prefabAsset);
prefabAsset.GetComponent<MechanicalBlock>().SetBlockData(BD);
if (Settings.categoryData)
{
var Category = Settings.categoryData;
BD.associatedCategory = Category;
Category.blocks.Add(BD);
}
List<Object> list = new List<Object>();
list.Add(prefabAsset);
IconBackgroundData IBD = new IconBackgroundData(IconBackground.None, Color.white, Texture2D.whiteTexture);
IconsCreatorData ICD = new IconsCreatorData(1024, 0, null, null, IBD, list, true);
IC.SetData(ICD);
IC.CreateIcon();
PrefabUtility.RecordPrefabInstancePropertyModifications(prefabAsset);
EditorUtility.SetDirty(prefabAsset);
AssetDatabase.SaveAssetIfDirty(prefabAsset);
AssetDatabase.Refresh();
Object.DestroyImmediate(Target);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
using UnityEngine;
using UnityEditor;
public class PrefabSettingsWindow : EditorWindow
{
public PrefabCreatorSettings CurrentSettings;
[MenuItem("Youssef Tools/Prefab Creator Setup")]
public static void ShowWindow() => GetWindow<PrefabSettingsWindow>("Setup Window");
private void OnEnable()
{
string SavedPath = EditorPrefs.GetString("YoussefTool_SettingsPath", "");
if (!string.IsNullOrEmpty(SavedPath))
{
CurrentSettings = AssetDatabase.LoadAssetAtPath<PrefabCreatorSettings>(SavedPath);
}
}
void OnGUI()
{
GUILayout.Label("Active Tool Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
CurrentSettings = (PrefabCreatorSettings)EditorGUILayout.ObjectField(
"Prefab Creator Settings", CurrentSettings, typeof(PrefabCreatorSettings), false);
if (EditorGUI.EndChangeCheck())
{
string path = AssetDatabase.GetAssetPath(CurrentSettings);
EditorPrefs.SetString("YoussefTool_SettingsPath", path);
}
if (CurrentSettings != null)
Editor.CreateEditor(CurrentSettings).OnInspectorGUI();
}
}
@@ -0,0 +1,11 @@
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using System.IO;
using UnityEngine;
using UnityEditor;
public static class Setup
{
[MenuItem("Tools/Setup/CreateFolderStructure")]
public static void CreateDefaultFolders()
{
Folders.CreateDefault("_Project", "Animations" , "Art" , "Audio" , "Data", "Prefabs" , "Scenes" , "Scripts");
Folders.CreateDefault("_Project/Art", "UI" , "Texture" , "Materials" , "Models");
Folders.CreateDefault("_Project/Scenes", "GameScenes" , "TestLabs");
Folders.CreateDefault("_Project/Audio", "BackgroundMusic", "SFX");
Folders.CreateDefault("_Project/Scripts", "Shaders" , "Code");
Folders.CreateDefault("_Project/Prefabs", "XR Prefabs", "System Prefabs" , "Partical Prefabs");
AssetDatabase.Refresh();
}
[MenuItem("Tools/Setup/ImportAssets")]
public static void ImportAssets()
{
Assets.ImportAsset("DOTween HOTween v2.unitypackage" , "Demigiant/Editor ExtensionsAnimation");
Assets.ImportAsset("Colored Hierarchy Headers.unitypackage", "Baedrick/Editor ExtensionsUtilities");
Assets.ImportAsset("CGHierarchyIcons.unitypackage", "Franco Rosatto/Editor ExtensionsUtilities");
Assets.ImportAsset("Folder.Icons.v0.1.2.unitypackage", "WooshiiDev");
}
static class Folders
{
public static void CreateDefault(string root, params string[] folders)
{
var fullpath = Path.Combine(Application.dataPath, root);
foreach (var folder in folders)
{
var path = Path.Combine(fullpath , folder);
if(!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
}
}
}
public static class Assets
{
public static void ImportAsset(string asset , string subfolder, string folder = "C:/Users/hussi/AppData/Roaming/Unity/Asset Store-5.x")
{
AssetDatabase.ImportPackage(Path.Combine(folder, subfolder, asset), false);
}
}
}
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