Rasagar/Library/PackageCache/com.unity.ai.navigation/Editor/NavMeshAssetManager.cs
2024-08-26 23:07:20 +03:00

372 lines
15 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor;
#if !UNITY_2021_2_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
#endif
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
namespace Unity.AI.Navigation.Editor
{
/// <summary>
/// Manages assets and baking operation of the navmesh
/// </summary>
public class NavMeshAssetManager : ScriptableSingleton<NavMeshAssetManager>
{
internal struct AsyncBakeOperation
{
internal NavMeshSurface surface;
internal NavMeshData bakeData;
internal AsyncOperation bakeOperation;
internal int progressReportId;
}
List<AsyncBakeOperation> m_BakeOperations = new List<AsyncBakeOperation>();
internal List<AsyncBakeOperation> GetBakeOperations() { return m_BakeOperations; }
struct SavedPrefabNavMeshData
{
internal NavMeshSurface surface;
internal NavMeshData navMeshData;
}
List<SavedPrefabNavMeshData> m_PrefabNavMeshDataAssets = new List<SavedPrefabNavMeshData>();
static string GetAndEnsureTargetPath(NavMeshSurface surface)
{
// Create directory for the asset if it does not exist yet.
var activeScenePath = surface.gameObject.scene.path;
var targetPath = "Assets";
if (!string.IsNullOrEmpty(activeScenePath))
{
targetPath = Path.Combine(Path.GetDirectoryName(activeScenePath), Path.GetFileNameWithoutExtension(activeScenePath));
}
else if (surface.IsPartOfPrefab())
{
var prefabStage = PrefabStageUtility.GetPrefabStage(surface.gameObject);
#if UNITY_2020_1_OR_NEWER
var assetPath = prefabStage.assetPath;
#else
var assetPath = prefabStage.prefabAssetPath;
#endif
if (!string.IsNullOrEmpty(assetPath))
{
var prefabDirectoryName = Path.GetDirectoryName(assetPath);
if (!string.IsNullOrEmpty(prefabDirectoryName))
targetPath = prefabDirectoryName;
}
}
if (!Directory.Exists(targetPath))
Directory.CreateDirectory(targetPath);
return targetPath;
}
static void CreateNavMeshAsset(NavMeshSurface surface)
{
var targetPath = GetAndEnsureTargetPath(surface);
var combinedAssetPath = Path.Combine(targetPath, "NavMesh-" + surface.name + ".asset");
combinedAssetPath = AssetDatabase.GenerateUniqueAssetPath(combinedAssetPath);
AssetDatabase.CreateAsset(surface.navMeshData, combinedAssetPath);
}
NavMeshData GetNavMeshAssetToDelete(NavMeshSurface navSurface)
{
if (PrefabUtility.IsPartOfPrefabInstance(navSurface) && !PrefabUtility.IsPartOfModelPrefab(navSurface))
{
// Don't allow deleting the asset belonging to the prefab parent
var parentSurface = PrefabUtility.GetCorrespondingObjectFromSource(navSurface) as NavMeshSurface;
if (parentSurface && navSurface.navMeshData == parentSurface.navMeshData)
return null;
}
// Do not delete the NavMeshData asset referenced from a prefab until the prefab is saved
if (navSurface.IsPartOfPrefab() && IsCurrentPrefabNavMeshDataStored(navSurface))
return null;
return navSurface.navMeshData;
}
void ClearSurface(NavMeshSurface navSurface)
{
var hasNavMeshData = navSurface.navMeshData != null;
StoreNavMeshDataIfInPrefab(navSurface);
var assetToDelete = GetNavMeshAssetToDelete(navSurface);
navSurface.RemoveData();
if (hasNavMeshData)
{
SetNavMeshData(navSurface, null);
EditorSceneManager.MarkSceneDirty(navSurface.gameObject.scene);
}
if (assetToDelete)
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(assetToDelete));
}
/// <summary>
/// Start baking a list of NavMeshSurface
/// </summary>
/// <param name="surfaces">List of surfaces</param>
public void StartBakingSurfaces(Object[] surfaces)
{
// Remove first to avoid double registration of the callback
EditorApplication.update -= UpdateAsyncBuildOperations;
EditorApplication.update += UpdateAsyncBuildOperations;
foreach (NavMeshSurface surf in surfaces)
{
StoreNavMeshDataIfInPrefab(surf);
var oper = new AsyncBakeOperation();
oper.bakeData = InitializeBakeData(surf);
oper.bakeOperation = surf.UpdateNavMesh(oper.bakeData);
oper.surface = surf;
oper.progressReportId = Progress.Start(L10n.Tr("Baking a NavMesh"), string.Format(L10n.Tr("Surface held by {0} for agent type {1}"), surf.gameObject.name, NavMesh.GetSettingsNameFromID(surf.agentTypeID)));
Progress.RegisterCancelCallback(oper.progressReportId, () =>
{
NavMeshBuilder.Cancel(oper.bakeData);
return true;
});
m_BakeOperations.Add(oper);
}
}
static NavMeshData InitializeBakeData(NavMeshSurface surface)
{
var emptySources = new List<NavMeshBuildSource>();
var emptyBounds = new Bounds();
return UnityEngine.AI.NavMeshBuilder.BuildNavMeshData(surface.GetBuildSettings(), emptySources, emptyBounds
, surface.transform.position, surface.transform.rotation);
}
void UpdateAsyncBuildOperations()
{
foreach (var oper in m_BakeOperations)
{
if (oper.surface == null || oper.bakeOperation == null)
continue;
if (oper.bakeOperation.isDone)
{
var surface = oper.surface;
var delete = GetNavMeshAssetToDelete(surface);
if (delete != null)
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(delete));
surface.RemoveData();
SetNavMeshData(surface, oper.bakeData);
if (surface.isActiveAndEnabled)
surface.AddData();
CreateNavMeshAsset(surface);
if (!EditorApplication.isPlaying || surface.IsPartOfPrefab())
EditorSceneManager.MarkSceneDirty(surface.gameObject.scene);
Progress.Finish(oper.progressReportId);
}
Progress.Report(oper.progressReportId, oper.bakeOperation.progress);
}
m_BakeOperations.RemoveAll(o => o.bakeOperation == null || o.bakeOperation.isDone);
if (m_BakeOperations.Count == 0)
EditorApplication.update -= UpdateAsyncBuildOperations;
}
/// <summary>
/// Checks if an operation of baking is in progress for a specified surface
/// </summary>
/// <param name="surface">A navmesh surface</param>
/// <returns>True if the specified surface is baking</returns>
public bool IsSurfaceBaking(NavMeshSurface surface)
{
if (surface == null)
return false;
foreach (var oper in m_BakeOperations)
{
if (oper.surface == null || oper.bakeOperation == null)
continue;
if (oper.surface == surface)
return true;
}
return false;
}
/// <summary>
/// Clear navmesh surfaces
/// </summary>
/// <param name="surfaces">List of surfaces</param>
public void ClearSurfaces(Object[] surfaces)
{
foreach (NavMeshSurface s in surfaces)
ClearSurface(s);
}
static void SetNavMeshData(NavMeshSurface navSurface, NavMeshData navMeshData)
{
var so = new SerializedObject(navSurface);
var navMeshDataProperty = so.FindProperty("m_NavMeshData");
navMeshDataProperty.objectReferenceValue = navMeshData;
so.ApplyModifiedPropertiesWithoutUndo();
}
void StoreNavMeshDataIfInPrefab(NavMeshSurface surfaceToStore)
{
if (!surfaceToStore.IsPartOfPrefab())
return;
// check if data has already been stored for this surface
foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
if (storedAssetInfo.surface == surfaceToStore)
return;
if (m_PrefabNavMeshDataAssets.Count == 0)
{
PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
PrefabStage.prefabSaving += DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
PrefabStage.prefabStageClosing += ForgetUnsavedNavMeshDataChanges;
}
var isDataOwner = true;
if (PrefabUtility.IsPartOfPrefabInstance(surfaceToStore) && !PrefabUtility.IsPartOfModelPrefab(surfaceToStore))
{
var basePrefabSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceToStore) as NavMeshSurface;
isDataOwner = basePrefabSurface == null || surfaceToStore.navMeshData != basePrefabSurface.navMeshData;
}
m_PrefabNavMeshDataAssets.Add(new SavedPrefabNavMeshData { surface = surfaceToStore, navMeshData = isDataOwner ? surfaceToStore.navMeshData : null });
}
bool IsCurrentPrefabNavMeshDataStored(NavMeshSurface surface)
{
if (surface == null)
return false;
foreach (var storedAssetInfo in m_PrefabNavMeshDataAssets)
{
if (storedAssetInfo.surface == surface)
return storedAssetInfo.navMeshData == surface.navMeshData;
}
return false;
}
void DeleteStoredNavMeshDataAssetsForOwnedSurfaces(GameObject gameObjectInPrefab)
{
// Debug.LogFormat("DeleteStoredNavMeshDataAsset() when saving prefab {0}", gameObjectInPrefab.name);
var surfaces = gameObjectInPrefab.GetComponentsInChildren<NavMeshSurface>(true);
foreach (var surface in surfaces)
DeleteStoredPrefabNavMeshDataAsset(surface);
}
void DeleteStoredPrefabNavMeshDataAsset(NavMeshSurface surface)
{
for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
{
var storedAssetInfo = m_PrefabNavMeshDataAssets[i];
if (storedAssetInfo.surface == surface)
{
var storedNavMeshData = storedAssetInfo.navMeshData;
if (storedNavMeshData != null && storedNavMeshData != surface.navMeshData)
{
if (!EditorApplication.isPlaying)
{
var assetPath = AssetDatabase.GetAssetPath(storedNavMeshData);
AssetDatabase.DeleteAsset(assetPath);
}
else
{
Debug.LogWarning(
$"The asset of the previous NavMesh data ({storedNavMeshData.name}), owned by " +
$"the prefab that was saved just now ({storedAssetInfo.surface.gameObject.transform.root.gameObject.name}), " +
"cannot be deleted automatically because it might still be used by " +
"NavMeshSurface components in the running scenes. You can safely delete " +
$"the \"{storedNavMeshData.name}.asset\" file after playmode ends.", storedNavMeshData);
}
}
m_PrefabNavMeshDataAssets.RemoveAt(i);
break;
}
}
if (m_PrefabNavMeshDataAssets.Count == 0)
{
PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
}
}
void ForgetUnsavedNavMeshDataChanges(PrefabStage prefabStage)
{
// Debug.Log("On prefab closing - forget about this object's surfaces and stop caring about prefab saving");
if (prefabStage == null)
return;
var allSurfacesInPrefab = prefabStage.prefabContentsRoot.GetComponentsInChildren<NavMeshSurface>(true);
NavMeshSurface surfaceInPrefab = null;
var index = 0;
do
{
if (allSurfacesInPrefab.Length > 0)
surfaceInPrefab = allSurfacesInPrefab[index];
for (var i = m_PrefabNavMeshDataAssets.Count - 1; i >= 0; i--)
{
var storedPrefabInfo = m_PrefabNavMeshDataAssets[i];
if (storedPrefabInfo.surface == null)
{
// Debug.LogFormat("A surface from the prefab got deleted after it has baked a new NavMesh but it hasn't saved it. Now the unsaved asset gets deleted. ({0})", storedPrefabInfo.navMeshData);
// surface got deleted, thus delete its initial NavMeshData asset
if (storedPrefabInfo.navMeshData != null)
{
var assetPath = AssetDatabase.GetAssetPath(storedPrefabInfo.navMeshData);
AssetDatabase.DeleteAsset(assetPath);
}
m_PrefabNavMeshDataAssets.RemoveAt(i);
}
else if (surfaceInPrefab != null && storedPrefabInfo.surface == surfaceInPrefab)
{
//Debug.LogFormat("The surface {0} from the prefab was storing the original navmesh data and now will be forgotten", surfaceInPrefab);
var baseSurface = PrefabUtility.GetCorrespondingObjectFromSource(surfaceInPrefab) as NavMeshSurface;
if (baseSurface == null || surfaceInPrefab.navMeshData != baseSurface.navMeshData)
{
var assetPath = AssetDatabase.GetAssetPath(surfaceInPrefab.navMeshData);
AssetDatabase.DeleteAsset(assetPath);
//Debug.LogFormat("The surface {0} from the prefab has baked new NavMeshData but did not save this change so the asset has been now deleted. ({1})",
// surfaceInPrefab, assetPath);
}
m_PrefabNavMeshDataAssets.RemoveAt(i);
}
}
} while (++index < allSurfacesInPrefab.Length);
if (m_PrefabNavMeshDataAssets.Count == 0)
{
PrefabStage.prefabSaving -= DeleteStoredNavMeshDataAssetsForOwnedSurfaces;
PrefabStage.prefabStageClosing -= ForgetUnsavedNavMeshDataChanges;
}
}
}
}