Initial commit
This commit is contained in:
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c6f279da33d11174f89028adae7fc4e4
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folderAsset: yes
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||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
||||
guid: 135803fa66499aa4e845f3e0d29f4b6a
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,33 @@
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using UnityEditor;
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using UnityEngine;
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namespace FolderIcons
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{
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/// <summary>
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/// Contains all constant data, values and colours FolderIcon requires
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/// </summary>
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internal static class FolderIconConstants
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{
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public static readonly string ASSET_DEFAULT_PATH = Application.dataPath;
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// Settings
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public const string FOLDER_TEXTURE_PATH = "Assets/ColouredFolders/Folders";
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public const string ICONS_TEXTURE_PATH = "Assets/ColouredFolders/Icons";
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public const string PREF_FOLDER = "FolderPlus_ShowCustomFolders";
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public const string PREF_OVERLAY = "FolderPlus_ShowCustomIcons";
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// GUI
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public const float MAX_TREE_WIDTH = 118f;
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public const float MAX_PROJECT_WIDTH = 96f;
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public const float MAX_TREE_HEIGHT = 16f;
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public const float MAX_PROJECT_HEIGHT = 110f;
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// Colours
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public static readonly Color SelectedColor = new Color (0.235f, 0.360f, 0.580f);
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public static Color BackgroundColour = EditorGUIUtility.isProSkin
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? new Color32 (51, 51, 51, 255)
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: new Color32 (190, 190, 190, 255);
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||||
}
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}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: fb255ac2e3e747b4dbfb65d13738c9c8
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||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,87 @@
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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namespace FolderIcons
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{
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/// <summary>
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/// GUI Methods for Folder Icons.
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/// </summary>
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public static class FolderIconGUI
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{
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/// <summary>
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/// Draw the folder preview
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/// </summary>
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/// <param name="rect">Rect to draw preview</param>
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/// <param name="folder">The folder texture</param>
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/// <param name="overlay">The overlay texture</param>
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public static void DrawFolderPreview(Rect rect, Texture folder, Texture overlay)
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{
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if (folder == null && overlay == null)
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return;
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if (folder != null)
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GUI.DrawTexture (rect, folder, ScaleMode.ScaleToFit);
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//Half size of overlay, and reposition to center
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rect.size *= 0.5f;
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rect.position += rect.size * 0.5f;
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if (overlay != null)
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GUI.DrawTexture (rect, overlay, ScaleMode.ScaleToFit);
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}
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/// <summary>
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/// Draw the folder texture and background rect if required
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/// </summary>
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/// <param name="rect">Folder rect</param>
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/// <param name="folder">Folder texture</param>
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/// <param name="guid">The guid of the project fodler</param>
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public static void DrawFolderTexture(Rect rect, Texture folder, string guid)
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{
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if (folder == null)
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return;
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Color rectCol = Selection.assetGUIDs.Contains (guid)
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? FolderIconConstants.SelectedColor
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: FolderIconConstants.BackgroundColour;
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EditorGUI.DrawRect (rect, rectCol);
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GUI.DrawTexture (rect, folder, ScaleMode.ScaleAndCrop);
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}
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/// <summary>
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/// Draw the folder overlay texture, given the folder rect
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/// </summary>
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/// <param name="rect">Original rect of the folder</param>
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/// <param name="overlay">Overlay Texture</param>
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public static void DrawOverlayTexture(Rect rect, Texture overlay)
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{
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if (overlay == null)
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return;
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rect.size *= 0.5f;
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rect.position += rect.size * 0.5f;
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GUI.DrawTexture (rect, overlay);
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}
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/// <summary>
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/// Check if the current rect is the side view of folders
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/// </summary>
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/// <param name="rect">Current rect</param>
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public static bool IsSideView(Rect rect)
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{
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return rect.x == 44;
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}
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||||
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/// <summary>
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/// Check if the current rect is in tree view
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/// </summary>
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/// <param name="rect">Current rect</param>
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public static bool IsTreeView(Rect rect)
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{
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return rect.width > rect.height;
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: 335bc32bc652d7f4d99cd7dae7212b4a
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,26 @@
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using System;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace FolderIcons
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{
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[CreateAssetMenu (fileName = "Folder Icon Manager", menuName = "Scriptables/Others/Folder Manager")]
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public class FolderIconSettings : ScriptableObject
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{
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[Serializable]
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public class FolderIcon
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{
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public DefaultAsset folder;
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public Texture2D folderIcon;
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public Texture2D overlayIcon;
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}
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//Global Settings
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public bool showOverlay = true;
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public bool showCustomFolder = true;
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public FolderIcon[] icons;
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}
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 0be0684bc0644274383ab176323f4709
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,444 @@
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||||
using UnityEngine;
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using UnityEditor;
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using UnityEditorInternal;
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using System.IO;
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namespace FolderIcons
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{
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[CustomEditor (typeof (FolderIconSettings))]
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internal class FolderIconSettingsEditor : Editor
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{
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// References
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private FolderIconSettings settings;
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private SerializedProperty serializedIcons;
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// Settings
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private bool showCustomFolders;
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private bool showCustomOverlay;
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private ReorderableList iconList;
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// Texture
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private Texture2D selectedTexture = null;
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private Texture2D previewTexture = null;
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private GUIContent previewContent = new GUIContent ();
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private RenderTexture previewRender;
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private Color replacementColour = Color.gray;
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// Texture Save Settings
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private string textureName = "New Texture";
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private string savePath;
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private int heightIndex;
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// Sizing
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private const float MAX_LABEL_WIDTH = 90f;
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private const float MAX_FIELD_WIDTH = 150f;
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private const float PROPERTY_HEIGHT = 19f;
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private const float PROPERTY_PADDING = 4f;
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private const float SETTINGS_PADDING = 1F;
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// Styling
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private GUIStyle elementStyle;
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private GUIStyle propertyStyle;
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private GUIStyle previewStyle;
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private void OnEnable()
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{
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if (target == null)
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return;
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settings = target as FolderIconSettings;
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serializedIcons = serializedObject.FindProperty ("icons");
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showCustomFolders = settings.showCustomFolder;
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showCustomOverlay = settings.showOverlay;
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if (iconList == null)
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{
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iconList = new ReorderableList (serializedObject, serializedIcons)
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{
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drawHeaderCallback = OnHeaderDraw,
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drawElementCallback = OnElementDraw,
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drawElementBackgroundCallback = DrawElementBackground,
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elementHeightCallback = GetPropertyHeight,
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showDefaultBackground = false,
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};
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}
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savePath = Application.dataPath;
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if (selectedTexture != null)
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UpdatePreview ();
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}
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private void OnDisable()
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{
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ClearPreviewData ();
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}
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public override void OnInspectorGUI()
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||||
{
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//Create styles
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if (previewStyle == null)
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{
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previewStyle = new GUIStyle (EditorStyles.label)
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{
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fixedHeight = 64,
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//fixedWidth = 64,
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//stretchWidth = false,
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alignment = TextAnchor.MiddleCenter
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||||
};
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||||
elementStyle = new GUIStyle (GUI.skin.box)
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||||
{
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||||
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||||
};
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}
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// Draw Settings
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EditorGUILayout.LabelField ("Settings", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck ();
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{
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showCustomFolders = EditorGUILayout.ToggleLeft ("Show Folder Textures", showCustomFolders);
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showCustomOverlay = EditorGUILayout.ToggleLeft ("Show Overlay Textures", showCustomOverlay);
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||||
}
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if (EditorGUI.EndChangeCheck ())
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{
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ApplySettings ();
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||||
}
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||||
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||||
EditorGUILayout.Space (16f);
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EditorGUI.BeginChangeCheck ();
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iconList.DoLayoutList ();
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if (EditorGUI.EndChangeCheck ())
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serializedObject.ApplyModifiedProperties ();
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DrawTexturePreview ();
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EditorGUI.BeginDisabledGroup (previewTexture == null);
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||||
{
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EditorGUI.BeginChangeCheck ();
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||||
{
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||||
replacementColour = EditorGUILayout.ColorField (new GUIContent ("Replacement Colour"), replacementColour);
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||||
}
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||||
if (EditorGUI.EndChangeCheck ())
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||||
SetPreviewColour ();
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||||
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||||
DrawTextureSaving ();
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||||
}
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||||
EditorGUI.EndDisabledGroup ();
|
||||
}
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private void ApplySettings()
|
||||
{
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||||
FolderIconsReplacer.showFolder = settings.showCustomFolder = showCustomFolders;
|
||||
FolderIconsReplacer.showOverlay = settings.showOverlay = showCustomOverlay;
|
||||
}
|
||||
|
||||
#region Reorderable Array Draw
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||||
|
||||
private void OnHeaderDraw(Rect rect)
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||||
{
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||||
rect.y += 5f;
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||||
rect.x -= 6f;
|
||||
rect.width += 12f;
|
||||
|
||||
Handles.BeginGUI ();
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Handles.DrawSolidRectangleWithOutline (rect,
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new Color (0.15f, 0.15f, 0.15f, 1f),
|
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new Color (0.15f, 0.15f, 0.15f, 1f));
|
||||
Handles.EndGUI ();
|
||||
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EditorGUI.LabelField (rect, "Folders", EditorStyles.boldLabel);
|
||||
|
||||
}
|
||||
|
||||
private void OnElementDraw( Rect rect, int index, bool isActive, bool isFocused)
|
||||
{
|
||||
SerializedProperty property = serializedIcons.GetArrayElementAtIndex (index);
|
||||
|
||||
float fullWidth = rect.width;
|
||||
|
||||
// Set sizes for correct draw
|
||||
float originalLabelWidth = EditorGUIUtility.labelWidth;
|
||||
float rectWidth = MAX_LABEL_WIDTH + MAX_FIELD_WIDTH;
|
||||
EditorGUIUtility.labelWidth = Mathf.Min(EditorGUIUtility.labelWidth, MAX_LABEL_WIDTH);
|
||||
rect.width = Mathf.Min(rect.width, rectWidth);
|
||||
|
||||
//Draw property and settings in a line
|
||||
DrawPropertyNoDepth (rect, property);
|
||||
|
||||
// ==========================
|
||||
// Draw Icon Example
|
||||
// ==========================
|
||||
rect.x += rect.width;
|
||||
rect.width = fullWidth - rect.width;
|
||||
|
||||
// References
|
||||
SerializedProperty folderTexture = property.FindPropertyRelative ("folderIcon");
|
||||
SerializedProperty overlayTexture = property.FindPropertyRelative ("overlayIcon");
|
||||
SerializedProperty overlayOffset = property.FindPropertyRelative ("overlayOffset");
|
||||
|
||||
// Object checks
|
||||
Object folderObject = folderTexture.objectReferenceValue;
|
||||
Object overlayObject = overlayTexture.objectReferenceValue;
|
||||
|
||||
FolderIconGUI.DrawFolderPreview (rect, folderObject as Texture, overlayObject as Texture);
|
||||
|
||||
// Revert width modification
|
||||
EditorGUIUtility.labelWidth = originalLabelWidth;
|
||||
}
|
||||
|
||||
private void DrawPropertyNoDepth(Rect rect, SerializedProperty property)
|
||||
{
|
||||
rect.width++;
|
||||
Handles.BeginGUI ();
|
||||
Handles.DrawSolidRectangleWithOutline (rect, Color.clear, new Color (0.15f, 0.15f, 0.15f, 1f));
|
||||
Handles.EndGUI ();
|
||||
|
||||
rect.x++;
|
||||
rect.width -= 3;
|
||||
rect.y += PROPERTY_PADDING;
|
||||
rect.height = PROPERTY_HEIGHT;
|
||||
|
||||
SerializedProperty copy = property.Copy ();
|
||||
bool enterChildren = true;
|
||||
|
||||
while(copy.Next(enterChildren))
|
||||
{
|
||||
if (SerializedProperty.EqualContents (copy, property.GetEndProperty ()))
|
||||
break;
|
||||
|
||||
EditorGUI.PropertyField (rect, copy, false);
|
||||
rect.y += PROPERTY_HEIGHT + PROPERTY_PADDING;
|
||||
|
||||
enterChildren = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawElementBackground(Rect rect, int index, bool isActive, bool isFocused)
|
||||
{
|
||||
EditorGUI.LabelField (rect, "", elementStyle);
|
||||
|
||||
Color fill = (isFocused) ? FolderIconConstants.SelectedColor : Color.clear;
|
||||
|
||||
Handles.BeginGUI ();
|
||||
Handles.DrawSolidRectangleWithOutline (rect, fill, new Color(0.15f, 0.15f, 0.15f, 1f));
|
||||
Handles.EndGUI ();
|
||||
}
|
||||
|
||||
|
||||
// ========================
|
||||
//
|
||||
// ========================
|
||||
private int GetPropertyCount(SerializedProperty property)
|
||||
{
|
||||
return property.CountInProperty () - 1;
|
||||
}
|
||||
|
||||
private float GetPropertyHeight(SerializedProperty property)
|
||||
{
|
||||
if (heightIndex == 0)
|
||||
heightIndex = property.CountInProperty ();
|
||||
|
||||
// return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (heightIndex-1) + PROPERTY_PADDING;
|
||||
|
||||
//Property count returning wrong, so just supplying 3 for now
|
||||
//TODO: Investigate GetPropertyCount and find issue with invalid value
|
||||
return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (3) + PROPERTY_PADDING;
|
||||
}
|
||||
|
||||
private float GetPropertyHeight(int index)
|
||||
{
|
||||
return GetPropertyHeight (serializedIcons.GetArrayElementAtIndex (index));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Texture Preview/Creation
|
||||
|
||||
/// <summary>
|
||||
/// Draw the preview for the texture
|
||||
/// </summary>
|
||||
private void DrawTexturePreview()
|
||||
{
|
||||
EditorGUILayout.LabelField ("Texture Colour Replacement", EditorStyles.boldLabel);
|
||||
|
||||
// Draw selection
|
||||
EditorGUI.BeginChangeCheck ();
|
||||
{
|
||||
|
||||
// Headers
|
||||
EditorGUILayout.BeginHorizontal ();
|
||||
EditorGUILayout.LabelField ("Original Texture");
|
||||
EditorGUILayout.LabelField ("Modified Texture");
|
||||
EditorGUILayout.EndHorizontal ();
|
||||
|
||||
// Texture -- Preview
|
||||
EditorGUILayout.BeginHorizontal ();
|
||||
{
|
||||
selectedTexture = EditorGUILayout.ObjectField ( selectedTexture, typeof (Texture2D),
|
||||
false, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true), GUILayout.Width(64f)) as Texture2D;
|
||||
|
||||
EditorGUILayout.LabelField (previewContent, previewStyle, GUILayout.Height(64));
|
||||
}
|
||||
EditorGUILayout.EndHorizontal ();
|
||||
}
|
||||
if (EditorGUI.EndChangeCheck ())
|
||||
{
|
||||
if (selectedTexture == null)
|
||||
{
|
||||
ClearPreviewData ();
|
||||
previewTexture = null;
|
||||
return;
|
||||
}
|
||||
|
||||
UpdatePreview ();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Display settings for saving the modified texture
|
||||
/// </summary>
|
||||
private void DrawTextureSaving()
|
||||
{
|
||||
EditorGUILayout.LabelField ("Save Created Texture", EditorStyles.boldLabel);
|
||||
|
||||
// Texture Name
|
||||
GUILayout.BeginHorizontal ();
|
||||
{
|
||||
textureName = EditorGUILayout.TextField ("Texture Name", textureName);
|
||||
|
||||
EditorGUI.BeginDisabledGroup (true);
|
||||
GUILayout.TextField (".png", GUILayout.Width(40f));
|
||||
EditorGUI.EndDisabledGroup ();
|
||||
}
|
||||
GUILayout.EndHorizontal ();
|
||||
|
||||
// Save Path
|
||||
GUILayout.BeginHorizontal ();
|
||||
{
|
||||
savePath = EditorGUILayout.TextField ("Save Path", savePath);
|
||||
|
||||
if (GUILayout.Button ("Select", GUILayout.MaxWidth(80f)))
|
||||
{
|
||||
savePath = EditorUtility.OpenFolderPanel ("Texture Save Path", "Assets", "");
|
||||
GUIUtility.ExitGUI ();
|
||||
}
|
||||
|
||||
}
|
||||
GUILayout.EndHorizontal ();
|
||||
|
||||
if (GUILayout.Button ("Save Texture"))
|
||||
{
|
||||
string fullPath = $"{savePath}/{textureName}.png";
|
||||
SaveTextureAsPNG (previewTexture, fullPath);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply colour to preview texture
|
||||
/// </summary>
|
||||
private void SetPreviewColour()
|
||||
{
|
||||
for (int x = 0; x < previewTexture.width; x++)
|
||||
{
|
||||
for (int y = 0; y < previewTexture.height; y++)
|
||||
{
|
||||
Color oldCol = previewTexture.GetPixel (x, y);
|
||||
Color newCol = replacementColour;
|
||||
newCol.a = oldCol.a;
|
||||
|
||||
previewTexture.SetPixel (x, y, newCol);
|
||||
}
|
||||
}
|
||||
|
||||
previewTexture.Apply ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Save the preview texture at the given path
|
||||
/// </summary>
|
||||
/// <param name="texture">The preview texture</param>
|
||||
/// <param name="path">The path to save the texture at</param>
|
||||
private void SaveTextureAsPNG(Texture2D texture, string path)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(path) || !path.Contains("Assets"))
|
||||
{
|
||||
Debug.LogWarning ("Cannot save texture to invalid path.");
|
||||
return;
|
||||
}
|
||||
|
||||
byte[] bytes = texture.EncodeToPNG ();
|
||||
File.WriteAllBytes (path, bytes);
|
||||
|
||||
AssetDatabase.Refresh ();
|
||||
|
||||
int localPathIndex = path.IndexOf ("Assets");
|
||||
path = path.Substring (localPathIndex, path.Length - localPathIndex);
|
||||
|
||||
TextureImporter importer = AssetImporter.GetAtPath (path) as TextureImporter;
|
||||
|
||||
importer.textureType = TextureImporterType.GUI;
|
||||
importer.isReadable = true;
|
||||
|
||||
AssetDatabase.ImportAsset (path);
|
||||
AssetDatabase.Refresh ();
|
||||
|
||||
//Texture2D textureAsset = AssetDatabase.LoadAssetAtPath<Texture2D> (path);
|
||||
//textureAsset.alphaIsTransparency = true;
|
||||
//textureAsset.Apply ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear preview render texture
|
||||
/// </summary>
|
||||
private void ClearPreviewData()
|
||||
{
|
||||
if (previewRender != null)
|
||||
previewRender.Release ();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the preview with new texture information
|
||||
/// </summary>
|
||||
private void UpdatePreview()
|
||||
{
|
||||
ClearPreviewData ();
|
||||
|
||||
//No real point having a huge texture so limit the size for efficency sake
|
||||
int width = Mathf.Min (256, selectedTexture.width);
|
||||
int height = Mathf.Min (256, selectedTexture.height);
|
||||
|
||||
//Create a new render texture and preview
|
||||
previewRender = new RenderTexture (width, height, 16);
|
||||
previewTexture = new Texture2D (previewRender.width, previewRender.height)
|
||||
{
|
||||
alphaIsTransparency = true
|
||||
};
|
||||
previewContent.image = previewTexture;
|
||||
|
||||
Graphics.Blit (selectedTexture, previewRender);
|
||||
|
||||
// Get pixels from current render texture and apply
|
||||
previewTexture.ReadPixels (new Rect (0, 0, previewRender.width, previewRender.height), 0, 0);
|
||||
SetPreviewColour ();
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0143459d5e876074faec6c800d875e79
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,139 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEditor.IMGUI.Controls;
|
||||
using UnityEngine;
|
||||
|
||||
namespace FolderIcons
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
internal static class FolderIconsReplacer
|
||||
{
|
||||
// References
|
||||
private static Object[] allFolderIcons;
|
||||
private static FolderIconSettings folderIcons;
|
||||
|
||||
public static bool showFolder;
|
||||
public static bool showOverlay;
|
||||
|
||||
private static readonly Color selectedColor = new Color (60f/255f, 92f/255f, 148f/255f);
|
||||
|
||||
static FolderIconsReplacer()
|
||||
{
|
||||
CheckPreferences ();
|
||||
|
||||
EditorApplication.projectWindowItemOnGUI -= ReplaceFolders;
|
||||
EditorApplication.projectWindowItemOnGUI += ReplaceFolders;
|
||||
}
|
||||
|
||||
private static void ReplaceFolders(string guid, Rect selectionRect)
|
||||
{
|
||||
// Does the folder asset exist at all?
|
||||
if (allFolderIcons == null)
|
||||
allFolderIcons = GetAllInstances<FolderIconSettings> ();
|
||||
|
||||
if (folderIcons == null)
|
||||
{
|
||||
if (allFolderIcons.Length > 0)
|
||||
folderIcons = allFolderIcons[0] as FolderIconSettings;
|
||||
}
|
||||
|
||||
if (folderIcons == null)
|
||||
return;
|
||||
|
||||
if (!folderIcons.showCustomFolder && !folderIcons.showOverlay)
|
||||
return;
|
||||
|
||||
string path = AssetDatabase.GUIDToAssetPath (guid);
|
||||
Object folderAsset = AssetDatabase.LoadAssetAtPath (path, typeof (DefaultAsset));
|
||||
|
||||
if (folderAsset == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < folderIcons.icons.Length; i++)
|
||||
{
|
||||
var icon = folderIcons.icons[i];
|
||||
|
||||
if (icon.folder != folderAsset)
|
||||
continue;
|
||||
|
||||
DrawTextures (selectionRect, icon, folderAsset, guid);
|
||||
}
|
||||
}
|
||||
|
||||
private static void DrawTextures(Rect rect, FolderIconSettings.FolderIcon icon, Object folderAsset, string guid)
|
||||
{
|
||||
bool isTreeView = rect.width > rect.height;
|
||||
bool isSideView = FolderIconGUI.IsSideView (rect);
|
||||
|
||||
// Vertical Folder View
|
||||
if (isTreeView)
|
||||
{
|
||||
rect.width = rect.height = FolderIconConstants.MAX_TREE_HEIGHT;
|
||||
|
||||
//Add small offset for correct placement
|
||||
if (!isSideView)
|
||||
rect.x += 3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
rect.height -= 14f;
|
||||
}
|
||||
|
||||
if (showFolder && icon.folderIcon)
|
||||
FolderIconGUI.DrawFolderTexture (rect, icon.folderIcon, guid);
|
||||
|
||||
if (showOverlay && icon.overlayIcon)
|
||||
FolderIconGUI.DrawOverlayTexture (rect, icon.overlayIcon);
|
||||
}
|
||||
|
||||
#region Initialize
|
||||
|
||||
private static void CheckPreferences()
|
||||
{
|
||||
string prefFolder = FolderIconConstants.FOLDER_TEXTURE_PATH;
|
||||
string prefIcon = FolderIconConstants.ICONS_TEXTURE_PATH;
|
||||
|
||||
if (!EditorPrefs.HasKey (prefFolder))
|
||||
EditorPrefs.SetBool (prefFolder, true);
|
||||
|
||||
if (!EditorPrefs.HasKey (prefIcon))
|
||||
EditorPrefs.SetBool (prefIcon, true);
|
||||
|
||||
showFolder = EditorPrefs.GetBool (prefFolder);
|
||||
showOverlay = EditorPrefs.GetBool (prefIcon);
|
||||
}
|
||||
|
||||
private static bool FindOrCreateFolder(string path, string folderCreateName)
|
||||
{
|
||||
if (AssetDatabase.IsValidFolder (path))
|
||||
return true;
|
||||
|
||||
string parentFolder = path.Substring (0, path.LastIndexOf ('/'));
|
||||
return AssetDatabase.CreateFolder(parentFolder, folderCreateName) != "";
|
||||
}
|
||||
|
||||
private static T[] GetAllInstances<T>() where T : Object
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (T).Name);
|
||||
|
||||
T[] instances = new T[guids.Length];
|
||||
|
||||
//probably could get optimized
|
||||
for (int i = 0; i < guids.Length; i++)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath (guids[i]);
|
||||
instances[i] = AssetDatabase.LoadAssetAtPath<T> (path);
|
||||
}
|
||||
|
||||
|
||||
return instances;
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ea97ce8725f3d974f8357a162385fad1
|
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MonoImporter:
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||||
externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,68 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
|
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--- !u!114 &11400000
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|
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m_Name: Folder Icon Manager
|
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m_EditorClassIdentifier:
|
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|
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|
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overlayIcon: {fileID: 0}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: d0825592fb55e484e941a7f02b7e2248, type: 3}
|
||||
folderIcon: {fileID: 2800000, guid: 6b1895b22a59355479bcd0173987b93d, type: 3}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: d0825592fb55e484e941a7f02b7e2248, type: 3}
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folderIcon: {fileID: 2800000, guid: 6b1895b22a59355479bcd0173987b93d, type: 3}
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overlayIcon: {fileID: 0}
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folderIcon: {fileID: 2800000, guid: b51c66d17912a0144bee4ddec18ab83c, type: 3}
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overlayIcon: {fileID: 0}
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folderIcon: {fileID: 2800000, guid: b51c66d17912a0144bee4ddec18ab83c, type: 3}
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overlayIcon: {fileID: 0}
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folderIcon: {fileID: 2800000, guid: 332af75304751a545b014b2d9a67f5c8, type: 3}
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overlayIcon: {fileID: 0}
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folderIcon: {fileID: 2800000, guid: d29c88e3045483e498119f35f0dbe298, type: 3}
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overlayIcon: {fileID: 0}
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folderIcon: {fileID: 2800000, guid: 332af75304751a545b014b2d9a67f5c8, type: 3}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: 8fee1e79e3cb266438c50ddc4314014c, type: 3}
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folderIcon: {fileID: 2800000, guid: 75edfcfa691bf9f4e897dc8ee2328a45, type: 3}
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folderIcon: {fileID: 2800000, guid: 3ed3d37721d62d74fabe9c26f9e899b7, type: 3}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: 85cb167ac3cf1ea4986d28ce916e8212, type: 3}
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folderIcon: {fileID: 2800000, guid: 9eb3abe27b751d940897ed27d44dccc6, type: 3}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: 296069ca670764646ad70b5c4a62a62c, type: 3}
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folderIcon: {fileID: 2800000, guid: 2c26ab15f039cf24c973010d915b6385, type: 3}
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overlayIcon: {fileID: 0}
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- folder: {fileID: 102900000, guid: 31c3b445b51f0264b890d550ea5f9c9d, type: 3}
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folderIcon: {fileID: 2800000, guid: 46d41996b69c9b64494d6a15cd676de9, type: 3}
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overlayIcon: {fileID: 0}
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guid: 2c7de114740f87f418a240c10ccf6cb0
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externalObjects: {}
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mainObjectFileID: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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||||
guid: 0de40a265ffb51f40b1e6305e00c9a0d
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||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 11
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mipmaps:
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# Socket Snapping System — Full Code Review
|
||||
|
||||
## Pipeline Overview
|
||||
|
||||
```
|
||||
Every frame (GhostManagerV2.Update)
|
||||
│
|
||||
├─► SnapSystem.UpdateSockets(surfacePoint, ghostRoot)
|
||||
│ Physics.OverlapSphere → find SocketPoints on nearby blocks
|
||||
│ → highlight closest one
|
||||
│
|
||||
├─► SocketIterator.GetCurrentActiveSocket()
|
||||
│ → which socket on the GHOST is active (scroll to cycle)
|
||||
│
|
||||
├─► GhostManagerV2 feeds both into BlockEditContext (SetFrameState)
|
||||
│
|
||||
└─► IGhostMovementStrategy.UpdateMovement(ctx)
|
||||
FreeMoveStrategy / AxisMoveStrategy reads ctx.TargetSocket + ctx.MySocket
|
||||
→ snaps ghost position + rotation
|
||||
|
||||
On block placement (SocketManagerChecker)
|
||||
└─► Physics.OverlapSphere per socket → match & mark occupied
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 🔴 Bugs
|
||||
|
||||
### 1. `SocketPoint.Update()` — occupancy derived from a null check (not the flag)
|
||||
```csharp
|
||||
private void Update()
|
||||
{
|
||||
isOccupied = occupyingObject != null; // ← overwrites SetOccupied/Release every frame
|
||||
}
|
||||
```
|
||||
- `SetOccupied(obj)` correctly sets `isOccupied = true`
|
||||
- But `Update()` runs **next frame** and re-derives it from the reference
|
||||
- If `occupyingObject` gets destroyed externally without calling `Release()`, `isOccupied` snaps to `false` silently — ghost can snap to a "taken" socket
|
||||
- **Worse:** `Release()` sets `isOccupied = false` AND nulls the ref. Correct. But `Update()` then runs again and re-confirms it. This is redundant and fragile.
|
||||
- **Fix:** Remove `Update()` entirely. `SetOccupied`/`Release` already maintain state correctly.
|
||||
|
||||
### 2. `SnapSystem.UpdateSockets` — highlights ALL found sockets as `Compatible` without checking compatibility
|
||||
```csharp
|
||||
foreach (SocketPoint socket in root.GetComponentsInChildren<SocketPoint>())
|
||||
{
|
||||
if (socket.IsOccupied()) continue;
|
||||
nearbySockets.Add(socket);
|
||||
socket.Highlight(HighlightState.Compatible); // ← no compatibility check!
|
||||
}
|
||||
```
|
||||
The ghost's active socket (`mySocket`) is checked for compatibility in `GhostManagerV2` AFTER this runs. But by then the socket is already highlighted green even if it's actually incompatible.
|
||||
|
||||
### 3. `SnapSystem` finds closest socket to `surfacePoint`, not to `mySocket`
|
||||
```csharp
|
||||
closestSocket = FindClosest(detectionPoint, nearbySockets);
|
||||
```
|
||||
`detectionPoint` is the **ray hit on the world surface**, not the ghost's active socket position. For blocks resting on a table, this may select a socket far from the ghost's actual attachment point. Should be closest to `mySocket.transform.position`.
|
||||
|
||||
### 4. `SocketManagerChecker.getClosestSocketBy` — skips sockets with the same normal direction
|
||||
```csharp
|
||||
if (socketPoint.GetNormal() == otherSocketPoint.GetNormal())
|
||||
continue;
|
||||
```
|
||||
This uses `==` on `Vector3` (epsilon comparison). Two sockets on perfectly parallel faces will silently be skipped even if they are meant to connect. This should compare **dot product < threshold** or be removed entirely.
|
||||
|
||||
### 5. `SocketContainer` — two separate lists (`sockets` + `iterativeSockets`) can desync
|
||||
```csharp
|
||||
[SerializeField] private List<SocketPoint> sockets = new List<SocketPoint>();
|
||||
[SerializeField] private List<SocketPoint> iterativeSockets = new List<SocketPoint>();
|
||||
```
|
||||
- `RemoveSocket` removes from `sockets` but **not** from `iterativeSockets`
|
||||
- `GetSocketCount()` returns `sockets.Count` but iteration uses `iterativeSockets.Count`
|
||||
- An index-out-of-bounds crash is possible if they differ
|
||||
|
||||
### 6. `SnapSystem` — `GetComponentsInChildren` called every frame inside `UpdateSockets`
|
||||
This runs on every nearby block, every frame. It's a GC allocation + tree traversal. With many blocks, this becomes expensive very quickly.
|
||||
|
||||
---
|
||||
|
||||
## 🟡 Design Issues
|
||||
|
||||
### 7. Compatibility check split across two places
|
||||
- `SnapSystem` ignores compatibility when building `nearbySockets`
|
||||
- `GhostManagerV2.Update` re-checks compatibility:
|
||||
```csharp
|
||||
bool compatible = targetSocket != null && (mySocket == null || targetSocket.CanAccept(mySocket));
|
||||
```
|
||||
- `FreeMoveStrategy.TrySocketSnap` checks it **again**
|
||||
- `AxisMoveStrategy.TrySocketSnap` checks it **again**
|
||||
|
||||
The same check runs 3-4× per frame. A single, central filter in `SnapSystem` would be cleaner and faster.
|
||||
|
||||
### 8. `CanAccept` has a private overload that the interface `ISocket` exposes publicly
|
||||
```csharp
|
||||
private bool CanAccept(ISocket otherSocket) { ... } // private
|
||||
public bool CanAccept(ISocket otherSocket, bool isJoint = false) { ... } // public via ISocket
|
||||
```
|
||||
The private method exists only because the public one calls it when `isJoint == false`. This is confusing. Both should just be one method.
|
||||
|
||||
### 9. `SocketContainer.using System.Net.Sockets` — wrong namespace imported
|
||||
Line 4: `using System.Net.Sockets;` — this is the networking library, not your socket system. It's unused and a potential naming collision source.
|
||||
|
||||
### 10. `SnapSystem` uses `col.transform.root` — breaks for nested prefabs
|
||||
If a block is a child of another GameObject at runtime (e.g., parented to a platform), `root` returns the platform, not the block. All sockets on the platform get searched. Should use the block's own transform, not root.
|
||||
|
||||
---
|
||||
|
||||
## ✅ What's Working Well
|
||||
|
||||
- **`SocketIterator`** — clean, event-driven, no polling. Good.
|
||||
- **`SnapSystem` deduplication** with `visitedRoots HashSet` — prevents double-counting sockets from multi-collider blocks.
|
||||
- **`GhostMovementContext` struct** — passed by `ref`, avoids allocation.
|
||||
- **Type + radius validation** in `SocketPoint.CanAccept` — correct Meccano-style pin/hole matching.
|
||||
- **Highlight state machine** (`HighlightState` enum) — clean visual feedback separation.
|
||||
|
||||
---
|
||||
|
||||
## 🚀 Recommended Architecture
|
||||
|
||||
The core improvement is: **let `SnapSystem` own the full compatibility pipeline**, so strategies just ask "what's the best snap?" without repeating the check.
|
||||
|
||||
```
|
||||
SnapSystem.UpdateSockets(surfacePoint, ghostRoot, mySocket?)
|
||||
│
|
||||
├─ Physics.OverlapSphere (cached collider array, no GC)
|
||||
├─ For each block root (deduplicated)
|
||||
│ For each SocketPoint
|
||||
│ if occupied → skip
|
||||
│ if mySocket != null && !socket.CanAccept(mySocket) → highlight Incompatible, skip
|
||||
│ else → add to nearbySockets, highlight Compatible
|
||||
│
|
||||
├─ closestSocket = FindClosest(mySocket?.position ?? surfacePoint, nearbySockets)
|
||||
└─ closestSocket → highlight Active
|
||||
```
|
||||
|
||||
**Key changes:**
|
||||
1. **Pass `mySocket` into `SnapSystem.UpdateSockets`** → compatibility filtering happens once, centrally
|
||||
2. **Closest = nearest to `mySocket` position**, not ray hit point
|
||||
3. **Cache `GetComponentsInChildren` results** using a static `SocketPoint[]` buffer (or scan-on-block-add via events) to avoid per-frame allocations
|
||||
4. **Remove `SocketPoint.Update()`** — occupancy maintained purely by `SetOccupied`/`Release`
|
||||
5. **Single list in `SocketContainer`** — or make iterative list a view/subset of the main list, not a separate serialized field
|
||||
|
||||
Would you like me to implement these fixes?
|
||||
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Reference in New Issue
Block a user