PO/Library/PackageCache/com.unity.timeline@1.4.8/Editor/Utilities/ObjectReferenceField.cs

196 lines
7.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Timeline;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.Playables;
using Object = UnityEngine.Object;
namespace UnityEditor.Timeline
{
// Describes the object references on a ScriptableObject, ignoring script fields
struct ObjectReferenceField
{
public string propertyPath;
public bool isSceneReference;
public System.Type type;
private readonly static ObjectReferenceField[] None = new ObjectReferenceField[0];
private readonly static Dictionary<System.Type, ObjectReferenceField[]> s_Cache = new Dictionary<System.Type, ObjectReferenceField[]>();
public static ObjectReferenceField[] FindObjectReferences(System.Type type)
{
if (type == null)
return None;
if (type.IsAbstract || type.IsInterface)
return None;
if (!typeof(ScriptableObject).IsAssignableFrom(type))
return None;
ObjectReferenceField[] result = null;
if (s_Cache.TryGetValue(type, out result))
return result;
result = SearchForFields(type);
s_Cache[type] = result;
return result;
}
public static ObjectReferenceField[] FindObjectReferences<T>() where T : ScriptableObject, new()
{
return FindObjectReferences(typeof(T));
}
private static ObjectReferenceField[] SearchForFields(System.Type t)
{
Object instance = ScriptableObject.CreateInstance(t);
var list = new List<ObjectReferenceField>();
var serializableObject = new SerializedObject(instance);
var prop = serializableObject.GetIterator();
bool enterChildren = true;
while (prop.NextVisible(enterChildren))
{
enterChildren = true;
var ppath = prop.propertyPath;
if (ppath == "m_Script")
{
enterChildren = false;
}
else if (prop.propertyType == SerializedPropertyType.ObjectReference || prop.propertyType == SerializedPropertyType.ExposedReference)
{
enterChildren = false;
var exposedType = GetTypeFromPath(t, prop.propertyPath);
if (exposedType != null && typeof(Object).IsAssignableFrom(exposedType))
{
bool isSceneRef = prop.propertyType == SerializedPropertyType.ExposedReference;
list.Add(
new ObjectReferenceField() {propertyPath = prop.propertyPath, isSceneReference = isSceneRef, type = exposedType}
);
}
}
}
Object.DestroyImmediate(instance);
if (list.Count == 0)
return None;
return list.ToArray();
}
private static System.Type GetTypeFromPath(System.Type baseType, string path)
{
if (string.IsNullOrEmpty(path))
return null;
System.Type parentType = baseType;
FieldInfo field = null;
var pathTo = path.Split(new char[] {'.'}, StringSplitOptions.RemoveEmptyEntries);
var flags = BindingFlags.FlattenHierarchy | BindingFlags.Public | BindingFlags.NonPublic |
BindingFlags.Instance;
foreach (string s in pathTo)
{
field = parentType.GetField(s, flags);
while (field == null)
{
if (parentType.BaseType == null)
return null; // Should not happen really. Means SerializedObject got the property, but the reflection missed it
parentType = parentType.BaseType;
field = parentType.GetField(s, flags);
}
parentType = field.FieldType;
}
// dig out exposed reference types
if (field.FieldType.IsGenericType && field.FieldType.GetGenericTypeDefinition() == typeof(ExposedReference<Object>).GetGenericTypeDefinition())
{
return field.FieldType.GetGenericArguments()[0];
}
return field.FieldType;
}
public Object Find(ScriptableObject sourceObject, Object context = null)
{
if (sourceObject == null)
return null;
SerializedObject obj = new SerializedObject(sourceObject, context);
var prop = obj.FindProperty(propertyPath);
if (prop == null)
throw new InvalidOperationException("sourceObject is not of the proper type. It does not contain a path to " + propertyPath);
Object result = null;
if (isSceneReference)
{
if (prop.propertyType != SerializedPropertyType.ExposedReference)
throw new InvalidOperationException(propertyPath + " is marked as a Scene Reference, but is not an exposed reference type");
if (context == null)
Debug.LogWarning("ObjectReferenceField.Find " + " is called on a scene reference without a context, will always be null");
result = prop.exposedReferenceValue;
}
else
{
if (prop.propertyType != SerializedPropertyType.ObjectReference)
throw new InvalidOperationException(propertyPath + "is marked as an asset reference, but is not an object reference type");
result = prop.objectReferenceValue;
}
return result;
}
/// <summary>
/// Check if an Object satisfies this field, including components
/// </summary>
public bool IsAssignable(Object obj)
{
if (obj == null)
return false;
// types match
bool potentialMatch = type.IsAssignableFrom(obj.GetType());
// field is component, and it exists on the gameObject
if (!potentialMatch && typeof(Component).IsAssignableFrom(type) && obj is GameObject)
potentialMatch = ((GameObject)obj).GetComponent(type) != null;
return potentialMatch && isSceneReference == obj.IsSceneObject();
}
/// <summary>
/// Assigns a value to the field
/// </summary>
public bool Assign(ScriptableObject scriptableObject, Object value, IExposedPropertyTable exposedTable = null)
{
var serializedObject = new SerializedObject(scriptableObject, exposedTable as Object);
var property = serializedObject.FindProperty(propertyPath);
if (property == null)
return false;
// if the value is a game object, but the field is a component
if (value is GameObject && typeof(Component).IsAssignableFrom(type))
value = ((GameObject)value).GetComponent(type);
if (isSceneReference)
{
property.exposedReferenceValue = value;
// the object gets dirtied, but not the scene which is where the reference is stored
var component = exposedTable as Component;
if (component != null && !EditorApplication.isPlaying)
EditorSceneManager.MarkSceneDirty(component.gameObject.scene);
}
else
property.objectReferenceValue = value;
serializedObject.ApplyModifiedProperties();
return true;
}
}
}