rabidus-test/Assets/Plugins/QFSW/Quantum Console/Source/Extras/EditorCommands.cs

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2023-08-22 15:41:12 +03:00
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace QFSW.QC.Extras
{
internal static class EditorCommands
{
private static IEnumerable<GameObject> LoadPrefabs(string prefabName, params PrefabAssetType[] prefabTypes)
{
string filter = $"{prefabName} t:GameObject";
string[] guids = AssetDatabase.FindAssets(filter);
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (obj.name == prefabName)
{
if (prefabTypes.Contains(PrefabUtility.GetPrefabAssetType(obj)))
{
yield return obj;
}
}
}
}
private static T ForceSingle<T>(IEnumerable<T> stream, string errorMessage, string warningMessage)
{
bool singleFound = false;
T single = default;
foreach (T item in stream)
{
if (singleFound)
{
Debug.LogWarning(warningMessage);
break;
}
single = item;
singleFound = true;
}
if (singleFound)
{
return single;
}
else
{
throw new ArgumentException(errorMessage);
}
}
private static GameObject LoadPrefab(string prefabName)
{
IEnumerable<GameObject> prefabs = LoadPrefabs(prefabName, PrefabAssetType.Regular, PrefabAssetType.Variant);
return ForceSingle(prefabs, $"No prefab with the name {prefabName} could be found.", $"Multiple prefabs with the name {prefabName} were found");
}
private static GameObject LoadModel(string modelName)
{
IEnumerable<GameObject> models = LoadPrefabs(modelName, PrefabAssetType.Model);
return ForceSingle(models, $"No model with the name {modelName} could be found.", $"Multiple models with the name {modelName} were found");
}
[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromPrefab(
[CommandParameterDescription("The name of the prefab to instantiate a copy of.")]string prefabName,
[CommandParameterDescription("The position of the instantiated GameObject.")]Vector3 position,
[CommandParameterDescription("The rotation of the instantiated GameObject.")]Quaternion rotation)
{
GameObject.Instantiate(LoadPrefab(prefabName), position, rotation);
}
[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromPrefab(string prefabName, Vector3 position)
{
GameObject prefab = LoadPrefab(prefabName);
GameObject.Instantiate(prefab, position, prefab.transform.rotation);
}
[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromPrefab(string prefabName)
{
GameObject.Instantiate(LoadPrefab(prefabName));
}
[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromModelPrefab(
[CommandParameterDescription("The name of the model to instantiate a copy of.")]string modelName,
[CommandParameterDescription("The position of the instantiated GameObject.")]Vector3 position,
[CommandParameterDescription("The rotation of the instantiated GameObject.")]Quaternion rotation)
{
GameObject.Instantiate(LoadModel(modelName), position, rotation);
}
[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromModelPrefab(string modelName, Vector3 position)
{
GameObject prefab = LoadModel(modelName);
GameObject.Instantiate(prefab, position, prefab.transform.rotation);
}
[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
private static void InstantiateGOFromModelPrefab(string modelName)
{
GameObject.Instantiate(LoadModel(modelName));
}
}
}
#endif