StationObscurum/Assets/FishNet/Runtime/Editor/Configuring/ConfigurationEditor.cs

126 lines
3.9 KiB
C#

#if UNITY_EDITOR
using FishNet.Editing.PrefabCollectionGenerator;
using FishNet.Object;
using FishNet.Utility.Extension;
using FishNet.Utility.Performance;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace FishNet.Editing
{
public class ConfigurationEditor : EditorWindow
{
[MenuItem("Fish-Networking/Configuration", false, 0)]
public static void ShowConfiguration()
{
SettingsService.OpenProjectSettings("Project/Fish-Networking/Configuration");
}
}
public class RebuildSceneIdMenu : MonoBehaviour
{
/// <summary>
/// Rebuilds sceneIds for open scenes.
/// </summary>
[MenuItem("Fish-Networking/Rebuild SceneIds", false, 20)]
public static void RebuildSceneIds()
{
int generatedCount = 0;
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene s = SceneManager.GetSceneAt(i);
ListCache<NetworkObject> nobs;
SceneFN.GetSceneNetworkObjects(s, false, out nobs);
for (int z = 0; z < nobs.Written; z++)
{
NetworkObject nob = nobs.Collection[z];
nob.TryCreateSceneID();
EditorUtility.SetDirty(nob);
}
generatedCount += nobs.Written;
ListCaches.StoreCache(nobs);
}
Debug.Log($"Generated sceneIds for {generatedCount} objects over {SceneManager.sceneCount} scenes. Please save your open scenes.");
}
}
public class RefreshDefaultPrefabsMenu : MonoBehaviour
{
/// <summary>
/// Rebuilds the DefaultPrefabsCollection file.
/// </summary>
[MenuItem("Fish-Networking/Refresh Default Prefabs", false, 22)]
public static void RebuildDefaultPrefabs()
{
Debug.Log("Refreshing default prefabs.");
Generator.GenerateFull(null, true);
}
}
public class RemoveDuplicateNetworkObjectsMenu : MonoBehaviour
{
/// <summary>
/// Iterates all network object prefabs in the project and open scenes, removing NetworkObject components which exist multiple times on a single object.
/// </summary>
[MenuItem("Fish-Networking/Remove Duplicate NetworkObjects", false, 21)]
public static void RemoveDuplicateNetworkObjects()
{
List<NetworkObject> foundNobs = new List<NetworkObject>();
foreach (string path in Generator.GetPrefabFiles("Assets", new HashSet<string>(), true))
{
NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
if (nob != null)
foundNobs.Add(nob);
}
//Now add scene objects.
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene s = SceneManager.GetSceneAt(i);
ListCache<NetworkObject> nobs;
SceneFN.GetSceneNetworkObjects(s, false, out nobs);
for (int z = 0; z < nobs.Written; z++)
{
NetworkObject nob = nobs.Collection[z];
nob.TryCreateSceneID();
EditorUtility.SetDirty(nob);
}
for (int z = 0; z < nobs.Written; z++)
foundNobs.Add(nobs.Collection[i]);
ListCaches.StoreCache(nobs);
}
//Remove duplicates.
int removed = 0;
foreach (NetworkObject nob in foundNobs)
{
int count = nob.RemoveDuplicateNetworkObjects();
if (count > 0)
removed += count;
}
Debug.Log($"Removed {removed} duplicate NetworkObjects. Please save your open scenes and project.");
}
}
}
#endif