新增动态水物理插件
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// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#if UNITY_EDITOR
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#region
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEngine;
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#endregion
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namespace NWH.Common.AssetInfo
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{
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/// <summary>
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/// Base class providing editor initialization utilities for NWH packages.
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/// Handles scripting defines and welcome window display on package import.
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/// </summary>
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public class CommonInitializationMethods
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{
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private static Queue<AssetInfo> _welcomeWindowQueue = new Queue<AssetInfo>();
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private static bool _queueProcessScheduled = false;
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/// <summary>
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/// Adds a scripting define symbol to the current build target if not already present.
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/// </summary>
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/// <param name="symbol">Scripting define symbol to add (e.g., "NWH_NVP2")</param>
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protected static void AddDefines(string symbol)
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{
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NamedBuildTarget namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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string currentSymbols =
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PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget);
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string newSymbols = string.Join(";", new HashSet<string>(currentSymbols.Split(';')) { symbol, });
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if (currentSymbols != newSymbols)
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{
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PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, newSymbols);
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}
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}
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/// <summary>
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/// Displays welcome window for specified asset on first import or version update.
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/// Uses EditorPrefs to track display state per version. If NWH_ALWAYS_SHOW_WELCOME_WINDOW
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/// is defined, always displays window regardless of EditorPrefs state.
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/// Windows are queued and displayed sequentially to support multiple packages.
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/// Only shows on editor start, not on script reload (uses SessionState).
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/// </summary>
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/// <param name="assetName">Display name of the asset (must match AssetInfo.assetName)</param>
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protected static void ShowWelcomeWindow(string assetName)
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{
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// Skip if welcome windows have already been processed this editor session (prevents script reload triggers)
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if (SessionState.GetBool("NWH_WelcomeWindows_Processed", false))
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{
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return;
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}
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if (!GetAssetInfo(assetName, out AssetInfo assetInfo))
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{
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return;
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}
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#if NWH_ALWAYS_SHOW_WELCOME_WINDOW
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_welcomeWindowQueue.Enqueue(assetInfo);
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#else
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string key = $"{assetInfo.assetName}_{assetInfo.version}_WW"; // Welcome Window key
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if (EditorPrefs.GetBool(key, false) == false)
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{
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EditorPrefs.SetBool(key, true);
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_welcomeWindowQueue.Enqueue(assetInfo);
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}
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#endif
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// Schedule queue processing after all InitializeOnLoadMethod callbacks complete
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if (!_queueProcessScheduled)
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{
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_queueProcessScheduled = true;
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EditorApplication.delayCall += ProcessWelcomeWindowQueue;
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}
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}
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/// <summary>
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/// Processes queued welcome windows. Marks session as processed and shows first window.
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/// Called via EditorApplication.delayCall after all InitializeOnLoadMethod callbacks complete.
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/// </summary>
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private static void ProcessWelcomeWindowQueue()
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{
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// Mark as processed to prevent script reload from showing windows again
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SessionState.SetBool("NWH_WelcomeWindows_Processed", true);
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// Show first window in queue
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ShowNextWelcomeWindow();
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}
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/// <summary>
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/// Shows next welcome window from queue. Called when previous window closes.
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/// </summary>
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internal static void ShowNextWelcomeWindow()
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{
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if (_welcomeWindowQueue.Count > 0)
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{
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AssetInfo assetInfo = _welcomeWindowQueue.Dequeue();
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ConstructWelcomeWindow(assetInfo);
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}
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}
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/// <summary>
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/// Creates and displays WelcomeMessageWindow with specified AssetInfo.
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/// Uses CreateInstance to allow multiple independent window instances.
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/// </summary>
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/// <param name="assetInfo">AssetInfo containing package metadata and URLs</param>
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private static void ConstructWelcomeWindow(AssetInfo assetInfo)
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{
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WelcomeMessageWindow window = ScriptableObject.CreateInstance<WelcomeMessageWindow>();
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window.assetInfo = assetInfo;
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window.titleContent = new GUIContent(assetInfo.assetName);
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window.onCloseCallback = ShowNextWelcomeWindow;
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window.Show();
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}
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/// <summary>
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/// Locates and loads AssetInfo asset by name using AssetDatabase search.
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/// Works with packages in both Assets/ and Packages/ folders.
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/// </summary>
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/// <param name="assetName">Asset name to search for</param>
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/// <param name="assetInfo">Loaded AssetInfo if found, null otherwise</param>
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/// <returns>True if AssetInfo was found and loaded successfully</returns>
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private static bool GetAssetInfo(string assetName, out AssetInfo assetInfo)
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{
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string searchFilter = $"{assetName} AssetInfo t:AssetInfo";
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string[] guids = AssetDatabase.FindAssets(searchFilter);
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if (guids.Length == 0)
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{
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Debug.LogWarning($"Could not find AssetInfo for '{assetName}'");
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assetInfo = null;
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return false;
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}
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string assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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assetInfo = AssetDatabase.LoadAssetAtPath<AssetInfo>(assetPath);
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if (assetInfo == null)
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{
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Debug.LogWarning($"Could not load AssetInfo at path {assetPath}");
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return false;
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}
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return true;
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}
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}
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}
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#endif
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