NBC修改
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@@ -0,0 +1,102 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace NBC
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{
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public class FantasySettingsProvider : SettingsProvider
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{
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private SerializedObject _serializedObject;
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private SerializedProperty _autoCopyAssembly;
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private SerializedProperty _hotUpdatePath;
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private SerializedProperty _hotUpdateAssemblyDefinitions;
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private SerializedProperty _linkAssemblyDefinitions;
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private SerializedProperty _includeAssembly;
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public FantasySettingsProvider() : base("Project/Fantasy Settings", SettingsScope.Project) { }
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public override void OnActivate(string searchContext, VisualElement rootElement)
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{
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Init();
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base.OnActivate(searchContext, rootElement);
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}
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public override void OnDeactivate()
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{
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base.OnDeactivate();
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FantasySettingsScriptableObject.Save();
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}
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private void Init()
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{
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_serializedObject?.Dispose();
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_serializedObject = new SerializedObject(FantasySettingsScriptableObject.Instance);
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_autoCopyAssembly = _serializedObject.FindProperty("autoCopyAssembly");
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_hotUpdatePath = _serializedObject.FindProperty("hotUpdatePath");
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_hotUpdateAssemblyDefinitions = _serializedObject.FindProperty("hotUpdateAssemblyDefinitions");
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_linkAssemblyDefinitions = _serializedObject.FindProperty("linkAssemblyDefinitions");
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_includeAssembly = _serializedObject.FindProperty("includeAssembly");
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}
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public override void OnGUI(string searchContext)
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{
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if (_serializedObject == null || !_serializedObject.targetObject)
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{
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Init();
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}
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using (CreateSettingsWindowGUIScope())
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{
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_serializedObject!.Update();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(_autoCopyAssembly);
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EditorGUILayout.PropertyField(_hotUpdatePath);
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EditorGUILayout.PropertyField(_hotUpdateAssemblyDefinitions);
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EditorGUILayout.PropertyField(_includeAssembly);
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EditorGUILayout.PropertyField(_linkAssemblyDefinitions);
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// EditorGUILayout.HelpBox("默认包括Fantasy.Unity,所以不需要再次指定。", MessageType.Info);
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if (GUILayout.Button("GenerateLinkXml"))
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{
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LinkXmlGenerator.GenerateLinkXml();
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}
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if (EditorGUI.EndChangeCheck())
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{
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_serializedObject.ApplyModifiedProperties();
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FantasySettingsScriptableObject.Save();
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EditorApplication.RepaintHierarchyWindow();
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}
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base.OnGUI(searchContext);
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}
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}
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private IDisposable CreateSettingsWindowGUIScope()
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{
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var unityEditorAssembly = System.Reflection.Assembly.GetAssembly(typeof(EditorWindow));
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var type = unityEditorAssembly.GetType("UnityEditor.SettingsWindow+GUIScope");
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return Activator.CreateInstance(type) as IDisposable;
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}
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static FantasySettingsProvider _provider;
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[SettingsProvider]
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public static SettingsProvider CreateMyCustomSettingsProvider()
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{
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if (FantasySettingsScriptableObject.Instance && _provider == null)
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{
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_provider = new FantasySettingsProvider();
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using (var so = new SerializedObject(FantasySettingsScriptableObject.Instance))
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{
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_provider.keywords = GetSearchKeywordsFromSerializedObject(so);
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}
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}
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return _provider;
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}
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}
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}
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