mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 15:27:59 +01:00
404 lines
17 KiB
C#
404 lines
17 KiB
C#
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using System.Xml;
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using ParticlePlaygroundLanguage;
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using UnityEditor;
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[Serializable]
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public class PlaygroundSettingsC : ScriptableObject {
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public static string settingsPath = "Particle Playground/Playground Assets/Settings/Playground Settings.asset";
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public static string playgroundCacheSettingsLocation = "PlaygroundCache/PlaygroundSettingsLocation.txt";
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public static PlaygroundSettingsC reference;
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bool isInstance = false;
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// Playground Wizard
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public bool checkForUpdates = true;
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public bool enableExtensions = true;
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public bool presetsHasPrefabConnection = false;
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public bool hierarchyIcon = true;
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public float extensionIconSize = 1f;
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public float presetIconSize = 1f;
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// Open/Closed tabs Playground Window
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public bool settingsFoldout = false;
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public bool settingsLanguageFoldout = true;
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public bool settingsPathFoldout = false;
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public bool extensionsFoldout = true;
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public bool presetsFoldout = true;
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public bool playgroundManagerFoldout = true;
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public bool particleSystemFoldout = true;
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public bool limitsFoldout = false;
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// Open/Closed tabs Particle System Inspector
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public bool particlesFoldout = true;
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public bool statesFoldout = true;
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public bool sourceFoldout = false;
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public bool createNewStateFoldout = false;
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public bool particleSettingsFoldout = false;
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public bool forcesFoldout = false;
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public bool manipulatorsFoldout = false;
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public bool eventsFoldout = false;
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public bool collisionFoldout = false;
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public bool renderingFoldout = false;
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public bool advancedFoldout = false;
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public bool saveLoadFoldout = false;
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public bool toolboxFoldout = true;
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public bool paintToolboxSettingsFoldout = true;
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public bool sortingFoldout = false;
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public bool textureSheetAnimationFoldout = false;
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public bool splineListFoldout = true;
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public bool transformListFoldout = true;
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public bool particleSettingsParticleCountFoldout = false;
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public bool particleSettingsOverflowOffsetFoldout = false;
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public bool particleSettingsScatterFoldout = false;
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public bool particleSettingsEmissionFoldout = false;
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public bool particleSettingsSizeFoldout = false;
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public bool particleSettingsRotationFoldout = false;
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public bool particleSettingsLifetimeFoldout = false;
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public bool particleSettingsMaskFoldout = false;
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public bool forceAnnihilationFoldout = false;
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public bool forceInitialVelocityFoldout = false;
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public bool forceLifetimeVelocityFoldout = false;
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public bool forceVelocityBendingFoldout = false;
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public bool forceTurbulenceFoldout = false;
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public bool forceConstantForceFoldout = false;
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public bool forceVelocityScaleFoldout = false;
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public bool collisionSettingsFoldout = false;
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public bool collisionPlanesFoldout = false;
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public bool collisionExclusionFoldout = false;
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public bool renderingMaterialFoldout = false;
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public bool renderingColorFoldout = false;
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public bool renderingRenderModeFoldout = false;
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public bool renderingShadowsFoldout = false;
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public bool advancedTimeFoldout = false;
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public bool advancedSimulationFoldout = false;
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public bool advancedRebirthOptionsFoldout = false;
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public bool advancedLocksFoldout = false;
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public bool advancedOnEnableFoldout = false;
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public bool advancedAutoPauseFoldout = false;
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public bool advancedMiscFoldout = false;
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// Open/Closed tabs Playground Manager Inspector
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public bool playgroundFoldout = true;
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public bool particleSystemsFoldout = false;
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public bool globalManipulatorsFoldout = false;
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public bool advancedSettingsFoldout = false;
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public bool manipulatorTargetsFoldout = false;
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// Open/Closed tabs Playground Spline
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public bool playgroundSplineFoldout = true;
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public bool nodesFoldout = false;
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public bool usedByFoldout = false;
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public bool splineAdvancedFoldout = false;
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// Open/Closed tabs Playground Recorder
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public bool playgroundRecorderFoldout = true;
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public bool recorderPlaybackFoldout = true;
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public bool recorderAdvancedFoldout = false;
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// Open/Closed tabs Playground Trails
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public bool playgroundTrailsFoldout = true;
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public bool trailsTimeFoldout = false;
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public bool trailsWidthFoldout = false;
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public bool trailsPointCreationFoldout = false;
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public bool trailsRenderingFoldout = false;
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public bool trailsAdvancedFoldout = false;
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// Open/Closed tabs Playground Follow
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public bool playgroundFollowFoldout = true;
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public bool followFollowersFoldout = false;
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public bool followAdvancedFoldout = false;
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// Paths
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public string playgroundPath = "Particle Playground/";
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public string examplePresetPath = "Playground Assets/Presets/";
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public string presetPath = "Resources/Presets/";
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public string iconPath = "Graphics/Editor/Icons/";
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public string brushPath = "Playground Assets/Brushes/";
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public string languagePath = "Playground Assets/Settings/Languages/";
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public string scriptPath = "Scripts/";
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public string versionUrl = "http://www.polyfied.com/products/playgroundversion.php";
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public string extensionsUrl = "http://www.polyfied.com/products/playground/extensions/extensions.xml";
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// Limits
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public float maximumAllowedLifetime = 100f; // The maximum value for Particle Lifetime in Editor
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public int maximumAllowedParticles = 100000; // The maximum value for Particle Count in Editor
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public float maximumAllowedRotation = 360f; // The maximum value for Minimum- and Maximum Particle Rotation Speed in Editor
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public float maximumAllowedSize = 10f; // The maximum value for Minimum- and Maximum Particle Size in Editor
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public float maximumAllowedDeltaMovementStrength = 100f; // The maximum value for Particle Delta Movement Strength in Editor
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public float maximumAllowedScale = 10f; // The maximum value for Particle Scale in Editor
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public float maximumAllowedDamping = 10f; // The maximum value for Particle Damping in Editor
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public float maximumAllowedVelocity = 100f; // The maximum value for Particle Max Velocity in Editor
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public float maximumAllowedDepth = 100f; // The maximum value for Particle Collision Depth in Editor (collision type Physics2D)
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public float maximumAllowedMass = 100f; // The maximum value for Particle Mass in Editor
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public float maximumAllowedCollisionRadius = 10f; // The maximum value for Particle Collision Radius in Editor
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public float maximumAllowedBounciness = 2f; // The maximum value for Particle Bounciness in Editor
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public int minimumAllowedUpdateRate = 10; // The minimum value for Particle Update Rate in Editor
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public float maximumAllowedTransitionTime = 10f; // The maximum value for Particle Transition Time in Editor
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public float maximumAllowedTimescale = 2f; // The maximum value for Particle Timescale
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public int maximumAllowedPaintPositions = 100000; // The maximum value for Paint Positions
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public float minimumAllowedBrushScale = .001f; // The minimum scale of a Brush
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public float maximumAllowedBrushScale = 1f; // The maximum scale of a Brush
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public float maximumAllowedPaintSpacing = 10f; // The maximum spacing when painting
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public float maximumAllowedInitialVelocity = 100f; // The maximum value for Minimum- and Maximum Initial (+Local) Velocity
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public float minimumEraserRadius = .001f; // The minimum value for Eraser radius
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public float maximumEraserRadius = 100f; // The maximum value for Eraser radius
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public float maximumRenderSliders = 10f; // The minimum- and maximum value for sliders in Rendering
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public float maximumAllowedManipulatorSize = 100f; // The maximum value for Manipulator Size
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public float maximumAllowedManipulatorStrength = 100f; // The maximum value for Manipulator Strength
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public float maximumAllowedManipulatorStrengthEffectors = 2f; // The maximum value for Manipulator Strength Effect Scale
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public float maximumAllowedManipulatorZeroVelocity = 10f; // The maximum value for Manipulator Property Zero Velocity Strength
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public float maximumAllowedSourceScatter = 10f; // The maximum value for scattering source positions
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public float maximumAllowedTurbulenceTimeScale = 10f; // The maximum value for turbulence time scale
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public float maximumAllowedTurbulenceStrength = 100f; // The maximum value for turbulence strength
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public float maximumAllowedTurbulenceScale = 10f; // The maximum value for turbulence scale
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public float maximumAllowedStretchSpeed = 10f; // The maximum value for stretch speed
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public int maximumAllowedPrewarmCycles = 128; // The maximum value for prewarm cycles (resolution)
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// Textures
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public Texture2D playgroundIcon;
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public Texture2D playgroundIconInactive;
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public Texture2D playgroundIconHeavy;
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// Language
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public int selectedLanguage = 0;
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public List<PlaygroundLanguageC> languages = new List<PlaygroundLanguageC>();
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public static PlaygroundLanguageC GetLanguage () {
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if (reference.languages.Count>0)
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reference.selectedLanguage = reference.selectedLanguage%reference.languages.Count;
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else reference.selectedLanguage = 0;
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return GetLanguage (reference.selectedLanguage);
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}
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public static PlaygroundLanguageC GetLanguage (int i) {
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if (reference.languages.Count>0) {
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if (i<reference.languages.Count && reference.languages[i] != null)
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return reference.languages[i];
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else
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return ScriptableObject.CreateInstance<PlaygroundLanguageC>();
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} else return ScriptableObject.CreateInstance<PlaygroundLanguageC>();
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}
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public static PlaygroundSettingsC GetReference () {
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if (reference!=null)
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return reference;
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else
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return SetReference();
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}
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public static PlaygroundSettingsC SetReference () {
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reference = (PlaygroundSettingsC)AssetDatabase.LoadAssetAtPath ("Assets/"+settingsPath, typeof(PlaygroundSettingsC));
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// If reference is null - look in the PlaygroundCache for new file path
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if (reference==null)
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{
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if (Directory.Exists("PlaygroundCache") && File.Exists(playgroundCacheSettingsLocation))
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{
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string text = File.ReadAllText(playgroundCacheSettingsLocation);
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if (text.Length>0)
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{
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settingsPath = text;
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reference = (PlaygroundSettingsC)AssetDatabase.LoadAssetAtPath (settingsPath, typeof(PlaygroundSettingsC));
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if (reference != null)
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reference.isInstance = false;
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}
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}
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}
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// If reference still is null - create a temporary settings instance
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if (reference==null) {
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reference = ScriptableObject.CreateInstance<PlaygroundSettingsC>();
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reference.isInstance = true;
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} else reference.isInstance = false;
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return reference;
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}
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public static void SetReference (object thisRef) {
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reference = (PlaygroundSettingsC)thisRef;
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reference.isInstance = false;
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}
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public static void New () {
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PlaygroundSettingsC newSettings = ScriptableObject.CreateInstance<PlaygroundSettingsC>();
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AssetDatabase.CreateAsset(newSettings, "Assets/"+settingsPath);
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AssetDatabase.SaveAssets();
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}
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public bool IsInstance () {
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return reference.isInstance;
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}
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public static bool SetPlaygroundSettingsLocation ()
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{
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UnityEngine.Object[] settingsFiles = GetAssetsOfType(typeof(PlaygroundSettingsC), ".asset");
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if (settingsFiles.Length>0) {
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reference = (PlaygroundSettingsC)settingsFiles[0];
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reference.isInstance = false;
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// Write this to file so we don't have to search next time
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if (!Directory.Exists("PlaygroundCache"))
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Directory.CreateDirectory("PlaygroundCache");
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if (!File.Exists(playgroundCacheSettingsLocation))
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{
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File.WriteAllText(playgroundCacheSettingsLocation, AssetDatabase.GetAssetPath((UnityEngine.Object)reference));
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}
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return true;
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}
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return false;
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}
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public static Texture2D GetGraphicsAsset (string path, string imageName) {
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Texture2D graphicAsset = (Texture2D)AssetDatabase.LoadAssetAtPath (path+imageName, typeof(Texture2D));
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if (graphicAsset==null) {
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string[] imageFiles = GetAssetPathsOfType(".png");
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foreach (string obj in imageFiles) {
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if (obj.EndsWith(imageName)) {
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return (Texture2D)AssetDatabase.LoadAssetAtPath(obj, typeof(Texture2D));
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}
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}
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}
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return graphicAsset;
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}
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static string[] assetPathsOfType;
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/// <summary>
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/// Searches through the Project folder for specific file types. This returns an array of asset paths.
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/// The results will be temporarily cached for performance.
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/// </summary>
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/// <returns>The asset paths of type.</returns>
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/// <param name="fileExtension">File extension, ex. ".prefab".</param>
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public static string[] GetAssetPathsOfType (string fileExtension) {
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if (assetPathsOfType!=null && assetPathsOfType.Length>0 && assetPathsOfType[0].EndsWith(fileExtension))
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return assetPathsOfType;
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List<string> tempPaths = new List<string>();
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DirectoryInfo directory = new DirectoryInfo(Application.dataPath);
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FileInfo[] goFileInfo = directory.GetFiles("*" + fileExtension, SearchOption.AllDirectories);
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for (int i = 0; i<goFileInfo.Length; i++) {
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if (goFileInfo[i].FullName.EndsWith(fileExtension, StringComparison.OrdinalIgnoreCase)) {
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string tmpFilePath = goFileInfo[i].FullName;
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tmpFilePath = tmpFilePath.Replace(@"\", "/").Replace(Application.dataPath, "Assets");
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tempPaths.Add (tmpFilePath);
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}
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}
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assetPathsOfType = tempPaths.ToArray();
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return assetPathsOfType;
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}
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public static void ResetAssetPathCache () {
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assetPathsOfType = null;
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}
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static UnityEngine.Object[] assetsOfType;
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/// <summary>
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/// Searches through the Project folder for specific files. This returns an array of objects.
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/// The results will be temporarily cached for performance.
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/// </summary>
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/// <returns>The assets (objects) of type.</returns>
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/// <param name="type">Type, ex. typeof(GameObject).</param>
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/// <param name="fileExtension">File extension, ex. ".prefab".</param>
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public static UnityEngine.Object[] GetAssetsOfType (System.Type type, string fileExtension) {
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if (assetsOfType!=null && assetsOfType.Length>0 && assetsOfType.GetType()==type)
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return assetsOfType;
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List<UnityEngine.Object> tempObjects = new List<UnityEngine.Object>();
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DirectoryInfo directory = new DirectoryInfo(Application.dataPath);
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FileInfo[] goFileInfo = directory.GetFiles("*" + fileExtension, SearchOption.AllDirectories);
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FileInfo tempGoFileInfo; string tempFilePath;
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UnityEngine.Object tempGO;
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for (int i = 0; i < goFileInfo.Length; i++) {
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tempGoFileInfo = goFileInfo[i];
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if (tempGoFileInfo == null)
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continue;
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tempFilePath = tempGoFileInfo.FullName;
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tempFilePath = tempFilePath.Replace(@"\", "/").Replace(Application.dataPath, "Assets");
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tempGO = (UnityEngine.Object)AssetDatabase.LoadAssetAtPath(tempFilePath, typeof(UnityEngine.Object));
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if (tempGO == null) {
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continue;
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}
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else if (tempGO.GetType() != type) {
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continue;
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}
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tempObjects.Add(tempGO);
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}
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assetsOfType = tempObjects.ToArray();
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return assetsOfType;
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}
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public static void ResetAssetTypeCache () {
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assetsOfType = null;
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}
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public static void ExportLanguage (int i) {
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ExportLanguage (GetLanguage(i));
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}
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public static void ExportLanguage (PlaygroundLanguageC selectedLanguage) {
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string xmlPath = EditorUtility.SaveFilePanel (selectedLanguage.saveLanguage, "", "Particle Playground Language - "+selectedLanguage.languageNameSeenByEnglish+".xml", "xml");
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if (xmlPath.Length!=0) {
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XmlDocument xml = new XmlDocument();
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XmlNode rootNode = xml.CreateElement ("Playground");
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xml.AppendChild (rootNode);
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SerializedObject serializedLanguage = new SerializedObject(selectedLanguage);
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SerializedProperty languageProperty = serializedLanguage.GetIterator();
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while (languageProperty.Next(true)) {
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if (languageProperty.propertyType==SerializedPropertyType.String) {
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XmlNode newNode = xml.CreateElement(languageProperty.propertyPath);
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newNode.InnerText = languageProperty.stringValue;
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rootNode.AppendChild (newNode);
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}
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}
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xml.Save (xmlPath);
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}
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}
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public static void ImportLanguage (string xmlPath) {
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if (xmlPath.Length!=0) {
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XmlDocument xml = new XmlDocument();
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xml.Load (xmlPath);
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XmlNode nameNode = xml.SelectSingleNode("//languageNameSeenByEnglish");
|
|||
|
|
|||
|
if (nameNode!=null) {
|
|||
|
PlaygroundLanguageC newLanguage = PlaygroundLanguageC.New (nameNode.InnerText.Length>0?nameNode.InnerText:"New Language");
|
|||
|
|
|||
|
SerializedObject serializedLanguage = new SerializedObject(newLanguage);
|
|||
|
SerializedProperty languageProperty = serializedLanguage.GetIterator();
|
|||
|
XmlNodeList nodeList = xml.FirstChild.ChildNodes;
|
|||
|
while (languageProperty.Next(true)) {
|
|||
|
if (languageProperty.propertyType==SerializedPropertyType.String)
|
|||
|
if (languageProperty.propertyType==SerializedPropertyType.String) {
|
|||
|
foreach (XmlNode node in nodeList) {
|
|||
|
if (node!=null && node.InnerText.Length!=0 && node.NodeType==XmlNodeType.Element && node.LocalName==languageProperty.propertyPath) {
|
|||
|
languageProperty.stringValue = node.InnerText;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
serializedLanguage.ApplyModifiedProperties();
|
|||
|
reference.languages.Add (newLanguage);
|
|||
|
EditorUtility.SetDirty (reference);
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|