forked from BilalY/Rasagar
668 lines
27 KiB
C#
668 lines
27 KiB
C#
#if UNITY_2022_2_OR_NEWER
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Search;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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using UnityEngine.Assertions;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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// Status for each row item to say in which state they are in.
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// This will make sure they are showing the correct icon
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[Serializable]
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enum Status
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{
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Pending,
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Warning,
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Error,
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Success
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}
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// This is the serialized class that stores the state of each item in the list of items to convert
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[Serializable]
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class ConverterItemState
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{
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public bool isActive;
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// Message that will be displayed on the icon if warning or failed.
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public string message;
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// Status of the converted item, Pending, Warning, Error or Success
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public Status status;
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internal bool hasConverted = false;
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}
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// Each converter uses the active bool
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// Each converter has a list of active items/assets
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// We do this so that we can use the binding system of the UI Elements
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[Serializable]
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class ConverterState
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{
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// This is the enabled state of the whole converter
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public bool isEnabled;
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public bool isActive;
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public bool isLoading; // to name
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public bool isInitialized;
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public List<ConverterItemState> items = new List<ConverterItemState>();
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public int pending;
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public int warnings;
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public int errors;
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public int success;
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internal int index;
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public bool isActiveAndEnabled => isEnabled && isActive;
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public bool requiresInitialization => !isInitialized && isActiveAndEnabled;
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}
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[Serializable]
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internal struct ConverterItems
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{
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public List<ConverterItemDescriptor> itemDescriptors;
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}
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[Serializable]
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internal class SystemConvertersEditor : EditorWindow
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{
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public VisualTreeAsset converterEditorAsset;
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public VisualTreeAsset converterListAsset;
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public VisualTreeAsset converterItem;
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ScrollView m_ScrollView;
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List<SystemConverter> m_CoreConvertersList = new List<SystemConverter>();
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private bool convertButtonActive = false;
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// This list needs to be as long as the amount of converters
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List<ConverterItems> m_ItemsToConvert = new List<ConverterItems>();
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//List<List<ConverterItemDescriptor>> m_ItemsToConvert = new List<List<ConverterItemDescriptor>>();
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SerializedObject m_SerializedObject;
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List<string> m_ContainerChoices = new List<string>();
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List<SystemConverterContainer> m_Containers = new List<SystemConverterContainer>();
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int m_ContainerChoiceIndex = 0;
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// This is a list of Converter States which holds a list of which converter items/assets are active
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// There is one for each Converter.
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[SerializeField] List<ConverterState> m_ConverterStates = new List<ConverterState>();
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TypeCache.TypeCollection m_ConverterContainers;
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// Name of the index file
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string m_ConverterIndex = "SystemConverterIndex";
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public void DontSaveToLayout(EditorWindow wnd)
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{
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// Making sure that the window is not saved in layouts.
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Assembly assembly = typeof(EditorWindow).Assembly;
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var editorWindowType = typeof(EditorWindow);
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var hostViewType = assembly.GetType("UnityEditor.HostView");
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var containerWindowType = assembly.GetType("UnityEditor.ContainerWindow");
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var parentViewField = editorWindowType.GetField("m_Parent", BindingFlags.Instance | BindingFlags.NonPublic);
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var parentViewValue = parentViewField.GetValue(wnd);
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// window should not be saved to layout
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var containerWindowProperty =
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hostViewType.GetProperty("window", BindingFlags.Instance | BindingFlags.Public);
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var parentContainerWindowValue = containerWindowProperty.GetValue(parentViewValue);
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var dontSaveToLayoutField =
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containerWindowType.GetField("m_DontSaveToLayout", BindingFlags.Instance | BindingFlags.NonPublic);
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dontSaveToLayoutField.SetValue(parentContainerWindowValue, true);
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}
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void OnEnable()
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{
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InitIfNeeded();
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}
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void InitIfNeeded()
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{
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if (m_CoreConvertersList.Any())
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return;
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m_CoreConvertersList = new List<SystemConverter>();
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// This is the drop down choices.
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m_ConverterContainers = TypeCache.GetTypesDerivedFrom<SystemConverterContainer>();
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foreach (var continerType in m_ConverterContainers)
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{
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var container = (SystemConverterContainer)Activator.CreateInstance(continerType);
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m_Containers.Add(container);
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m_ContainerChoices.Add(container.name);
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}
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if (m_ConverterContainers.Any())
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{
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GetConverters();
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}
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else
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{
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ClearConverterStates();
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}
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}
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void ClearConverterStates()
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{
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m_CoreConvertersList.Clear();
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m_ConverterStates.Clear();
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m_ItemsToConvert.Clear();
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}
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void GetConverters()
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{
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ClearConverterStates();
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var converterList = TypeCache.GetTypesDerivedFrom<SystemConverter>();
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for (int i = 0; i < converterList.Count; ++i)
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{
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// Iterate over the converters that are used by the current container
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SystemConverter conv = (SystemConverter)Activator.CreateInstance(converterList[i]);
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if (conv.container == m_ConverterContainers[m_ContainerChoiceIndex])
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{
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m_CoreConvertersList.Add(conv);
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}
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}
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// this need to be sorted by Priority property
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m_CoreConvertersList = m_CoreConvertersList
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.OrderBy(o => o.priority).ToList();
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for (int i = 0; i < m_CoreConvertersList.Count; i++)
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{
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// Create a new ConvertState which holds the active state of the converter
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var converterState = new ConverterState
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{
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isEnabled = m_CoreConvertersList[i].isEnabled,
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isActive = false,
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isInitialized = false,
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items = new List<ConverterItemState>(),
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index = i,
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};
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m_ConverterStates.Add(converterState);
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// This just creates empty entries in the m_ItemsToConvert.
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// This list need to have the same amount of entries as the converters
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List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
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//m_ItemsToConvert.Add(converterItemInfos);
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m_ItemsToConvert.Add(new ConverterItems { itemDescriptors = converterItemInfos });
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}
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}
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public void CreateGUI()
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{
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InitIfNeeded();
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if (m_ConverterContainers.Any())
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{
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m_SerializedObject = new SerializedObject(this);
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converterEditorAsset.CloneTree(rootVisualElement);
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rootVisualElement.Q<DropdownField>("conversionsDropDown").choices = m_ContainerChoices;
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rootVisualElement.Q<DropdownField>("conversionsDropDown").index = m_ContainerChoiceIndex;
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RecreateUI();
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var button = rootVisualElement.Q<Button>("convertButton");
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button.RegisterCallback<ClickEvent>(Convert);
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button.SetEnabled(false);
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var initButton = rootVisualElement.Q<Button>("initializeButton");
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initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
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}
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}
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void RecreateUI()
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{
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m_SerializedObject.Update();
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// This is temp now to get the information filled in
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rootVisualElement.Q<DropdownField>("conversionsDropDown").RegisterCallback<ChangeEvent<string>>((evt) =>
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{
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m_ContainerChoiceIndex = rootVisualElement.Q<DropdownField>("conversionsDropDown").index;
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GetConverters();
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RecreateUI();
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});
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var currentContainer = m_Containers[m_ContainerChoiceIndex];
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rootVisualElement.Q<Label>("conversionName").text = currentContainer.name;
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rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
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rootVisualElement.Q<Image>("converterContainerHelpIcon").image = EditorStyles.iconHelp;
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// Getting the scrollview where the converters should be added
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m_ScrollView = rootVisualElement.Q<ScrollView>("convertersScrollView");
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m_ScrollView.Clear();
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for (int i = 0; i < m_CoreConvertersList.Count; ++i)
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{
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// Making an item using the converterListAsset as a template.
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// Then adding the information needed for each converter
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VisualElement item = new VisualElement();
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converterListAsset.CloneTree(item);
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var conv = m_CoreConvertersList[i];
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item.SetEnabled(conv.isEnabled);
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item.Q<Label>("converterName").text = conv.name;
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item.Q<Label>("converterInfo").text = conv.info;
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item.Q<VisualElement>("converterTopVisualElement").tooltip = conv.info;
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// setup the images
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item.Q<Image>("pendingImage").image = EditorStyles.iconPending;
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item.Q<Image>("pendingImage").tooltip = "Pending";
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var pendingLabel = item.Q<Label>("pendingLabel");
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item.Q<Image>("warningImage").image = EditorStyles.iconWarn;
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item.Q<Image>("warningImage").tooltip = "Warnings";
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var warningLabel = item.Q<Label>("warningLabel");
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item.Q<Image>("errorImage").image = EditorStyles.iconFail;
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item.Q<Image>("errorImage").tooltip = "Failed";
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var errorLabel = item.Q<Label>("errorLabel");
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item.Q<Image>("successImage").image = EditorStyles.iconSuccess;
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item.Q<Image>("successImage").tooltip = "Success";
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var successLabel = item.Q<Label>("successLabel");
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var converterEnabledToggle = item.Q<Toggle>("converterEnabled");
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converterEnabledToggle.bindingPath =
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$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.isActive)}";
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pendingLabel.bindingPath =
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$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.pending)}";
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warningLabel.bindingPath =
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$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.warnings)}";
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errorLabel.bindingPath =
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$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.errors)}";
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successLabel.bindingPath =
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$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.success)}";
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VisualElement child = item;
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ListView listView = child.Q<ListView>("converterItems");
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listView.showBoundCollectionSize = false;
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listView.bindingPath = $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.items)}";
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int id = i;
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listView.makeItem = () =>
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{
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var convertItem = converterItem.CloneTree();
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// Adding the contextual menu for each item
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convertItem.AddManipulator(new ContextualMenuManipulator(evt => AddToContextMenu(evt, id)));
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return convertItem;
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};
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listView.bindItem = (element, index) =>
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{
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m_SerializedObject.Update();
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var property = m_SerializedObject.FindProperty($"{listView.bindingPath}.Array.data[{index}]");
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// ListView doesn't bind the child elements for us properly, so we do that for it
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// In the UXML our root is a BindableElement, as we can't bind otherwise.
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var bindable = (BindableElement)element;
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bindable.BindProperty(property);
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// Adding index here to userData so it can be retrieved later
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element.userData = index;
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Status status = (Status)property.FindPropertyRelative("status").enumValueIndex;
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string info = property.FindPropertyRelative("message").stringValue;
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// Update the amount of things to convert
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child.Q<Label>("converterStats").text = $"{m_ItemsToConvert[id].itemDescriptors.Count} items";
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ConverterItemDescriptor convItemDesc = m_ItemsToConvert[id].itemDescriptors[index];
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element.Q<Label>("converterItemName").text = convItemDesc.name;
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element.Q<Label>("converterItemPath").text = convItemDesc.info;
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element.Q<Image>("converterItemHelpIcon").image = EditorStyles.iconHelp;
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element.Q<Image>("converterItemHelpIcon").tooltip = convItemDesc.helpLink;
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// Changing the icon here depending on the status.
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Texture2D icon = null;
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switch (status)
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{
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case Status.Pending:
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icon = EditorStyles.iconPending;
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break;
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case Status.Error:
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icon = EditorStyles.iconFail;
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break;
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case Status.Warning:
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icon = EditorStyles.iconWarn;
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break;
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case Status.Success:
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icon = EditorStyles.iconSuccess;
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break;
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}
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element.Q<Image>("converterItemStatusIcon").image = icon;
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element.Q<Image>("converterItemStatusIcon").tooltip = info;
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};
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listView.selectionChanged += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
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listView.unbindItem = (element, index) =>
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{
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var bindable = (BindableElement)element;
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bindable.Unbind();
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};
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m_ScrollView.Add(item);
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}
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rootVisualElement.Bind(m_SerializedObject);
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var button = rootVisualElement.Q<Button>("convertButton");
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button.RegisterCallback<ClickEvent>(Convert);
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button.SetEnabled(convertButtonActive);
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var initButton = rootVisualElement.Q<Button>("initializeButton");
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initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
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}
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void GetAndSetData(int i, Action onAllConvertersCompleted = null)
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{
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// This need to be in Init method
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// Need to get the assets that this converter is converting.
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// Need to return Name, Path, Initial info, Help link.
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// New empty list of ConverterItemInfos
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List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
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var initCtx = new InitializeConverterContext { items = converterItemInfos };
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var conv = m_CoreConvertersList[i];
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m_ConverterStates[i].isLoading = true;
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// This should also go to the init method
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// This will fill out the converter item infos list
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int id = i;
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conv.OnInitialize(initCtx, OnConverterCompleteDataCollection);
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void OnConverterCompleteDataCollection()
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{
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// Set the item infos list to to the right index
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m_ItemsToConvert[id] = new ConverterItems { itemDescriptors = converterItemInfos };
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m_ConverterStates[id].items = new List<ConverterItemState>(converterItemInfos.Count);
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// Default all the entries to true
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for (var j = 0; j < converterItemInfos.Count; j++)
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{
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string message = string.Empty;
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Status status;
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bool active = true;
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// If this data hasn't been filled in from the init phase then we can assume that there are no issues / warnings
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if (string.IsNullOrEmpty(converterItemInfos[j].warningMessage))
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{
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status = Status.Pending;
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}
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else
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{
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status = Status.Warning;
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message = converterItemInfos[j].warningMessage;
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active = false;
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m_ConverterStates[id].warnings++;
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}
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m_ConverterStates[id].items.Add(new ConverterItemState
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{
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isActive = active,
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message = message,
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status = status,
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hasConverted = false,
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});
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}
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m_ConverterStates[id].isLoading = false;
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m_ConverterStates[id].isInitialized = true;
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// Making sure that the pending amount is set to the amount of items needs converting
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m_ConverterStates[id].pending = m_ConverterStates[id].items.Count;
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EditorUtility.SetDirty(this);
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m_SerializedObject.ApplyModifiedProperties();
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CheckAllConvertersCompleted();
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convertButtonActive = true;
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// Make sure that the Convert Button is turned back on
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var button = rootVisualElement.Q<Button>("convertButton");
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button.SetEnabled(convertButtonActive);
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}
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void CheckAllConvertersCompleted()
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{
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int convertersToInitialize = 0;
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int convertersInitialized = 0;
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for (var j = 0; j < m_ConverterStates.Count; j++)
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{
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var converter = m_ConverterStates[j];
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// Skip inactive converters
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if (!converter.isActiveAndEnabled)
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continue;
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if (converter.isInitialized)
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convertersInitialized++;
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else
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convertersToInitialize++;
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}
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var sum = convertersToInitialize + convertersInitialized;
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Assert.IsFalse(sum == 0);
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// Show our progress so far
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EditorUtility.ClearProgressBar();
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EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters ({convertersInitialized}/{sum})...", (float)convertersInitialized / sum);
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// If all converters are initialized call the complete callback
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if (convertersToInitialize == 0)
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{
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onAllConvertersCompleted?.Invoke();
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}
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}
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}
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void InitializeAllActiveConverters(ClickEvent evt)
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{
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// If we use search index, go async
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if (ShouldCreateSearchIndex())
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{
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CreateSearchIndex(m_ConverterIndex);
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}
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// Otherwise do everything directly
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else
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{
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ConverterCollectData(() => { EditorUtility.ClearProgressBar(); });
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}
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void CreateSearchIndex(string name)
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{
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// Create <guid>.index in the project
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var title = $"Building {name} search index";
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EditorUtility.DisplayProgressBar(title, "Creating search index...", -1f);
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// Private implementation of a file naming function which puts the file at the selected path.
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Type assetdatabase = typeof(AssetDatabase);
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var indexPath = (string)assetdatabase.GetMethod("GetUniquePathNameAtSelectedPath", BindingFlags.NonPublic | BindingFlags.Static).Invoke(assetdatabase, new object[] { $"Assets/{name}.index" });
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// Write search index manifest
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System.IO.File.WriteAllText(indexPath,
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@"{
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""roots"": [""Assets""],
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""includes"": [],
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""excludes"": [],
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""options"": {
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""types"": true,
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""properties"": true,
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""extended"": true,
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""dependencies"": true
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},
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""baseScore"": 9999
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}");
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// Import the search index
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AssetDatabase.ImportAsset(indexPath, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.DontDownloadFromCacheServer);
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EditorApplication.delayCall += () =>
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{
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// Create dummy request to ensure indexing has finished
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var context = SearchService.CreateContext("asset", $"p: a=\"{name}\"");
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SearchService.Request(context, (_, items) =>
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{
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OnSearchIndexCreated(name, indexPath, () =>
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{
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DeleteSearchIndex(context, indexPath);
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});
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});
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};
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}
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void OnSearchIndexCreated(string name, string path, Action onComplete)
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{
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EditorUtility.ClearProgressBar();
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ConverterCollectData(onComplete);
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}
|
|
|
|
void ConverterCollectData(Action onConverterDataCollectionComplete)
|
|
{
|
|
EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters...", -1f);
|
|
|
|
int convertersToConvert = 0;
|
|
for (int i = 0; i < m_ConverterStates.Count; ++i)
|
|
{
|
|
if (m_ConverterStates[i].requiresInitialization)
|
|
{
|
|
convertersToConvert++;
|
|
GetAndSetData(i, onConverterDataCollectionComplete);
|
|
}
|
|
}
|
|
|
|
// If we did not kick off any converter intialization
|
|
// We can complete everything immediately
|
|
if (convertersToConvert == 0)
|
|
{
|
|
onConverterDataCollectionComplete?.Invoke();
|
|
}
|
|
}
|
|
|
|
void DeleteSearchIndex(SearchContext context, string indexPath)
|
|
{
|
|
context?.Dispose();
|
|
// Client code has finished with the created index. We can delete it.
|
|
AssetDatabase.DeleteAsset(indexPath);
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
bool ShouldCreateSearchIndex()
|
|
{
|
|
for (int i = 0; i < m_ConverterStates.Count; ++i)
|
|
{
|
|
if (m_ConverterStates[i].requiresInitialization)
|
|
{
|
|
var converter = m_CoreConvertersList[i];
|
|
if (converter.needsIndexing)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void AddToContextMenu(ContextualMenuPopulateEvent evt, int coreConverterIndex)
|
|
{
|
|
var ve = (VisualElement)evt.target;
|
|
// Checking if this context menu should be enabled or not
|
|
var isActive = m_ConverterStates[coreConverterIndex].items[(int)ve.userData].isActive &&
|
|
!m_ConverterStates[coreConverterIndex].items[(int)ve.userData].hasConverted;
|
|
|
|
evt.menu.AppendAction("Run converter for this asset",
|
|
e => { ConvertIndex(coreConverterIndex, (int)ve.userData); },
|
|
isActive ? DropdownMenuAction.AlwaysEnabled : DropdownMenuAction.AlwaysDisabled);
|
|
}
|
|
|
|
void UpdateInfo(int stateIndex, RunItemContext ctx)
|
|
{
|
|
if (ctx.didFail)
|
|
{
|
|
m_ConverterStates[stateIndex].items[ctx.item.index].message = ctx.info;
|
|
m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Error;
|
|
m_ConverterStates[stateIndex].errors++;
|
|
}
|
|
else
|
|
{
|
|
m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Success;
|
|
m_ConverterStates[stateIndex].success++;
|
|
}
|
|
|
|
m_ConverterStates[stateIndex].pending--;
|
|
|
|
// Making sure that this is set here so that if user is clicking Convert again it will not run again.
|
|
ctx.hasConverted = true;
|
|
|
|
VisualElement child = m_ScrollView[stateIndex];
|
|
child.Q<ListView>("converterItems").Rebuild();
|
|
}
|
|
|
|
void Convert(ClickEvent evt)
|
|
{
|
|
List<ConverterState> activeConverterStates = new List<ConverterState>();
|
|
// Get the names of the converters
|
|
// Get the amount of them
|
|
// Make the string "name x/y"
|
|
|
|
// Getting all the active converters to use in the cancelable progressbar
|
|
foreach (ConverterState state in m_ConverterStates)
|
|
{
|
|
if (state.isActive && state.isInitialized)
|
|
{
|
|
activeConverterStates.Add(state);
|
|
}
|
|
}
|
|
|
|
int currentCount = 0;
|
|
int activeConvertersCount = activeConverterStates.Count;
|
|
foreach (ConverterState activeConverterState in activeConverterStates)
|
|
{
|
|
currentCount++;
|
|
var index = activeConverterState.index;
|
|
m_CoreConvertersList[index].OnPreRun();
|
|
var converterName = m_CoreConvertersList[index].name;
|
|
var itemCount = m_ItemsToConvert[index].itemDescriptors.Count;
|
|
string progressTitle = $"{converterName} Converter : {currentCount}/{activeConvertersCount}";
|
|
for (var j = 0; j < itemCount; j++)
|
|
{
|
|
if (activeConverterState.items[j].isActive)
|
|
{
|
|
if (EditorUtility.DisplayCancelableProgressBar(progressTitle,
|
|
string.Format("({0} of {1}) {2}", j, itemCount, m_ItemsToConvert[index].itemDescriptors[j].info),
|
|
(float)j / (float)itemCount))
|
|
break;
|
|
ConvertIndex(index, j);
|
|
}
|
|
}
|
|
m_CoreConvertersList[index].OnPostRun();
|
|
AssetDatabase.SaveAssets();
|
|
EditorUtility.ClearProgressBar();
|
|
}
|
|
}
|
|
|
|
void ConvertIndex(int coreConverterIndex, int index)
|
|
{
|
|
if (!m_ConverterStates[coreConverterIndex].items[index].hasConverted)
|
|
{
|
|
m_ConverterStates[coreConverterIndex].items[index].hasConverted = true;
|
|
var item = new ConverterItemInfo()
|
|
{
|
|
index = index,
|
|
descriptor = m_ItemsToConvert[coreConverterIndex].itemDescriptors[index],
|
|
};
|
|
var ctx = new RunItemContext(item);
|
|
m_CoreConvertersList[coreConverterIndex].OnRun(ref ctx);
|
|
UpdateInfo(coreConverterIndex, ctx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|