cvr-props/Assets/ABI.CCK/Scripts/Editor/CCK_BuildUtility.cs

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2023-01-22 16:38:23 +01:00
using System;
using System.Collections.Generic;
using ABI.CCK.Components;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
namespace ABI.CCK.Scripts.Editor
{
public class CCK_BuildUtility
{
public static PreAvatarBundleEvent PreAvatarBundleEvent = new PreAvatarBundleEvent();
public static PrePropBundleEvent PrePropBundleEvent = new PrePropBundleEvent();
public static void BuildAndUploadAvatar(GameObject avatarObject)
{
//GameObject avatarCopy = null;
var origInfo = avatarObject.GetComponent<CVRAssetInfo>();
/*try
{
avatarCopy = GameObject.Instantiate(avatarObject);
PrefabUtility.UnpackPrefabInstance(avatarCopy, PrefabUnpackMode.Completely, InteractionMode.UserAction);
Debug.Log("[CCK:BuildUtility] To prevent problems, the prefab has been unpacked. Your game object is no longer linked to the prefab instance.");
}
catch
{
Debug.Log("[CCK:BuildUtility] Object is not a prefab. No need to unpack.");
}*/
//CVRAssetInfo info = avatarCopy.GetComponent<CVRAssetInfo>();
if (string.IsNullOrEmpty(origInfo.objectId))
{
origInfo.objectId = Guid.NewGuid().ToString();
//origInfo.guid = info.guid;
try
{
PrefabUtility.ApplyPrefabInstance(avatarObject, InteractionMode.UserAction);
}
catch
{
Debug.Log("[CCK:BuildUtility] Object is not a prefab. No need to Apply To Instance.");
}
}
PreAvatarBundleEvent.Invoke(avatarObject);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
PrefabUtility.SaveAsPrefabAsset(avatarObject, "Assets/ABI.CCK/Resources/Cache/_CVRAvatar.prefab");
//GameObject.DestroyImmediate(avatarCopy);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
assetBundleBuild.assetNames = new[] {"Assets/ABI.CCK/Resources/Cache/_CVRAvatar.prefab"};
assetBundleBuild.assetBundleName = "bundle.cvravatar";
BuildPipeline.BuildAssetBundles(Application.persistentDataPath, new[] {assetBundleBuild},
BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.Refresh();
EditorPrefs.SetBool("m_ABI_isBuilding", true);
EditorApplication.isPlaying = true;
}
public static void BuildAndUploadSpawnable(GameObject s)
{
GameObject sCopy = null;
var origInfo = s.GetComponent<CVRAssetInfo>();
var spawnable = s.GetComponent<CVRSpawnable>();
spawnable.spawnableType = CVRSpawnable.SpawnableType.StandaloneSpawnable;
PrePropBundleEvent.Invoke(s);
try
{
sCopy = GameObject.Instantiate(s);
PrefabUtility.UnpackPrefabInstance(sCopy, PrefabUnpackMode.Completely, InteractionMode.UserAction);
Debug.Log("[CCK:BuildUtility] To prevent problems, the prefab has been unpacked. Your game object is no longer linked to the prefab instance.");
}
catch
{
Debug.Log("[CCK:BuildUtility] Object is not a prefab. No need to unpack.");
}
CVRAssetInfo info = sCopy.GetComponent<CVRAssetInfo>();
if (string.IsNullOrEmpty(info.objectId))
{
info.objectId = Guid.NewGuid().ToString();
origInfo.objectId = info.objectId;
try
{
PrefabUtility.ApplyPrefabInstance(s, InteractionMode.UserAction);
}
catch
{
Debug.Log("[CCK:BuildUtility] Object is not a prefab. No need to Apply To Instance.");
}
}
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
PrefabUtility.SaveAsPrefabAsset(sCopy, "Assets/ABI.CCK/Resources/Cache/_CVRSpawnable.prefab");
GameObject.DestroyImmediate(sCopy);
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
assetBundleBuild.assetNames = new[] {"Assets/ABI.CCK/Resources/Cache/_CVRSpawnable.prefab"};
assetBundleBuild.assetBundleName = "bundle.cvrprop";
BuildPipeline.BuildAssetBundles(Application.persistentDataPath, new[] {assetBundleBuild},
BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.Refresh();
EditorPrefs.SetBool("m_ABI_isBuilding", true);
EditorApplication.isPlaying = true;
}
public static void BuildAndUploadMapAsset(Scene scene, GameObject descriptor)
{
SetupNetworkUUIDs();
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());
CVRAssetInfo info = descriptor.GetComponent<CVRAssetInfo>();
if (string.IsNullOrEmpty(info.objectId)) info.objectId = Guid.NewGuid().ToString();
PrefabUtility.SaveAsPrefabAsset(descriptor, "Assets/ABI.CCK/Resources/Cache/_CVRWorld.prefab");
AssetBundleBuild assetBundleBuild = new AssetBundleBuild();
assetBundleBuild.assetNames = new[] {scene.path};
assetBundleBuild.assetBundleName = "bundle.cvrworld";
BuildPipeline.BuildAssetBundles(Application.persistentDataPath, new[] {assetBundleBuild},
BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
AssetDatabase.Refresh();
EditorPrefs.SetBool("m_ABI_isBuilding", true);
EditorApplication.isPlaying = true;
}
public static void SetupNetworkUUIDs()
{
CVRInteractable[] interactables = Resources.FindObjectsOfTypeAll<CVRInteractable>();
CVRObjectSync[] objectSyncs = Resources.FindObjectsOfTypeAll<CVRObjectSync>();
CVRVideoPlayer[] videoPlayers = Resources.FindObjectsOfTypeAll<CVRVideoPlayer>();
CVRSpawnable[] spawnables = Resources.FindObjectsOfTypeAll<CVRSpawnable>();
GameInstanceController[] gameInstances = Resources.FindObjectsOfTypeAll<GameInstanceController>();
GunController[] gunControllers = Resources.FindObjectsOfTypeAll<GunController>();
List<string> UsedGuids = new List<string>();
foreach (var interactable in interactables)
{
foreach (var action in interactable.actions)
{
string guid;
do
{
guid = Guid.NewGuid().ToString();
} while (!string.IsNullOrEmpty(UsedGuids.Find(match => match == guid)));
UsedGuids.Add(guid);
action.guid = guid;
}
}
foreach (var objectSync in objectSyncs)
{
string guid;
do
{
guid = Guid.NewGuid().ToString();
} while (!string.IsNullOrEmpty(UsedGuids.Find(match => match == guid)));
UsedGuids.Add(guid);
var newserializedObject = new SerializedObject(objectSync);
newserializedObject.Update();
SerializedProperty _guidProperty = newserializedObject.FindProperty("guid");
_guidProperty.stringValue = guid;
newserializedObject.ApplyModifiedProperties();
}
foreach (var player in videoPlayers)
{
Guid res;
if (player.playerId == null || !Guid.TryParse(player.playerId, out res))
{
string guid;
do
{
guid = Guid.NewGuid().ToString();
} while (!string.IsNullOrEmpty(UsedGuids.Find(match => match == guid)));
UsedGuids.Add(guid);
player.playerId = guid;
}
}
foreach (var spawnable in spawnables)
{
string guid;
do
{
guid = Guid.NewGuid().ToString();
} while (!string.IsNullOrEmpty(UsedGuids.Find(match => match == guid)));
if (spawnable.preGeneratedInstanceId == "")
{
UsedGuids.Add(guid);
spawnable.preGeneratedInstanceId = "ws~" + guid;
}
else
{
UsedGuids.Add(spawnable.preGeneratedInstanceId);
}
spawnable.spawnableType = CVRSpawnable.SpawnableType.WorldSpawnable;
}
int i = 0;
foreach (GameInstanceController gameInstance in gameInstances)
{
if (gameInstance.teams.Count == 0)
{
var team = new Team();
team.name = "Team";
team.color = Color.red;
team.playerLimit = 16;
team.index = i;
gameInstance.teams.Add(team);
i++;
}
else
{
foreach (var team in gameInstance.teams)
{
team.index = i;
i++;
}
}
}
foreach (var gunController in gunControllers)
{
string guid;
do
{
guid = Guid.NewGuid().ToString();
} while (!string.IsNullOrEmpty(UsedGuids.Find(match => match == guid)));
UsedGuids.Add(guid);
var newserializedObject = new SerializedObject(gunController);
newserializedObject.Update();
SerializedProperty _guidProperty = newserializedObject.FindProperty("referenceID");
_guidProperty.stringValue = guid;
newserializedObject.ApplyModifiedProperties();
}
}
}
[System.Serializable]
public class PreAvatarBundleEvent : UnityEvent<GameObject>
{
}
[System.Serializable]
public class PrePropBundleEvent : UnityEvent<GameObject>
{
}
}