|
| 1 | +using System; |
| 2 | +using System.Collections.Generic; |
| 3 | +using System.Collections.ObjectModel; |
| 4 | +using System.Linq; |
| 5 | +using System.Text; |
| 6 | +using UnityEngine; |
| 7 | +using UnityEngine.SceneManagement; |
| 8 | + |
| 9 | +namespace UnityExplorer.UI.ObjectExplorer |
| 10 | +{ |
| 11 | + public static class SceneHandler |
| 12 | + { |
| 13 | + /// <summary> |
| 14 | + /// The currently inspected Scene. |
| 15 | + /// </summary> |
| 16 | + public static Scene? SelectedScene |
| 17 | + { |
| 18 | + get => m_selectedScene; |
| 19 | + internal set |
| 20 | + { |
| 21 | + if (m_selectedScene != null && m_selectedScene?.handle == value?.handle) |
| 22 | + return; |
| 23 | + m_selectedScene = value; |
| 24 | + OnInspectedSceneChanged?.Invoke((Scene)m_selectedScene); |
| 25 | + } |
| 26 | + } |
| 27 | + private static Scene? m_selectedScene; |
| 28 | + |
| 29 | + /// <summary> |
| 30 | + /// The GameObjects in the currently inspected scene. |
| 31 | + /// </summary> |
| 32 | + public static ReadOnlyCollection<GameObject> CurrentRootObjects => new ReadOnlyCollection<GameObject>(rootObjects); |
| 33 | + private static GameObject[] rootObjects = new GameObject[0]; |
| 34 | + |
| 35 | + /// <summary> |
| 36 | + /// All currently loaded Scenes. |
| 37 | + /// </summary> |
| 38 | + public static ReadOnlyCollection<Scene> LoadedScenes => new ReadOnlyCollection<Scene>(allLoadedScenes); |
| 39 | + private static readonly List<Scene> allLoadedScenes = new List<Scene>(); |
| 40 | + |
| 41 | + /// <summary> |
| 42 | + /// The names of all scenes in the build settings, if they could be retrieved. |
| 43 | + /// </summary> |
| 44 | + public static ReadOnlyCollection<string> AllSceneNames => new ReadOnlyCollection<string>(allScenesInBuild); |
| 45 | + private static readonly List<string> allScenesInBuild = new List<string>(); |
| 46 | + |
| 47 | + /// <summary> |
| 48 | + /// Whether or not we successfuly retrieved the names of the scenes in the build settings. |
| 49 | + /// </summary> |
| 50 | + public static bool WasAbleToGetScenesInBuild => gotAllScenesInBuild; |
| 51 | + private static bool gotAllScenesInBuild = true; |
| 52 | + |
| 53 | + /// <summary> |
| 54 | + /// Invoked when the currently inspected Scene changes. The argument is the new scene. |
| 55 | + /// </summary> |
| 56 | + public static event Action<Scene> OnInspectedSceneChanged; |
| 57 | + |
| 58 | + /// <summary> |
| 59 | + /// Invoked whenever the list of currently loaded Scenes changes. The argument contains all loaded scenes after the change. |
| 60 | + /// </summary> |
| 61 | + public static event Action<ReadOnlyCollection<Scene>> OnLoadedScenesChanged; |
| 62 | + |
| 63 | + /// <summary> |
| 64 | + /// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad'. |
| 65 | + /// </summary> |
| 66 | + public static int LoadedSceneCount => SceneManager.sceneCount + 2; |
| 67 | + |
| 68 | + internal static Scene DontDestroyScene => DontDestroyMe.scene; |
| 69 | + internal static int DontDestroyHandle => DontDestroyScene.handle; |
| 70 | + |
| 71 | + internal static GameObject DontDestroyMe |
| 72 | + { |
| 73 | + get |
| 74 | + { |
| 75 | + if (!dontDestroyObject) |
| 76 | + { |
| 77 | + dontDestroyObject = new GameObject("DontDestroyMe"); |
| 78 | + GameObject.DontDestroyOnLoad(dontDestroyObject); |
| 79 | + } |
| 80 | + return dontDestroyObject; |
| 81 | + } |
| 82 | + } |
| 83 | + private static GameObject dontDestroyObject; |
| 84 | + |
| 85 | + public static bool InspectingAssetScene => !SelectedScene?.IsValid() ?? false; |
| 86 | + |
| 87 | + internal static void Init() |
| 88 | + { |
| 89 | + // Try to get all scenes in the build settings. This may not work. |
| 90 | + try |
| 91 | + { |
| 92 | + Type sceneUtil = ReflectionUtility.GetTypeByName("UnityEngine.SceneManagement.SceneUtility"); |
| 93 | + if (sceneUtil == null) |
| 94 | + throw new Exception("This version of Unity does not ship with the 'SceneUtility' class, or it was not unstripped."); |
| 95 | + |
| 96 | + var method = sceneUtil.GetMethod("GetScenePathByBuildIndex", ReflectionUtility.FLAGS); |
| 97 | + int sceneCount = SceneManager.sceneCountInBuildSettings; |
| 98 | + for (int i = 0; i < sceneCount; i++) |
| 99 | + { |
| 100 | + var scenePath = (string)method.Invoke(null, new object[] { i }); |
| 101 | + allScenesInBuild.Add(scenePath); |
| 102 | + } |
| 103 | + } |
| 104 | + catch (Exception ex) |
| 105 | + { |
| 106 | + gotAllScenesInBuild = false; |
| 107 | + ExplorerCore.LogWarning($"Unable to generate list of all Scenes in the build: {ex}"); |
| 108 | + } |
| 109 | + } |
| 110 | + |
| 111 | + internal static void Update() |
| 112 | + { |
| 113 | + int curHandle = SelectedScene?.handle ?? -1; |
| 114 | + // DontDestroyOnLoad always exists, so default to true if our curHandle is that handle. |
| 115 | + // otherwise we will check while iterating. |
| 116 | + bool inspectedExists = curHandle == DontDestroyHandle || curHandle == 0; |
| 117 | + |
| 118 | + // Quick sanity check if the loaded scenes changed |
| 119 | + bool anyChange = LoadedSceneCount != allLoadedScenes.Count; |
| 120 | + // otherwise keep a lookup table of the previous handles to check if the list changed at all. |
| 121 | + HashSet<int> previousHandles = null; |
| 122 | + if (!anyChange) |
| 123 | + previousHandles = new HashSet<int>(allLoadedScenes.Select(it => it.handle)); |
| 124 | + |
| 125 | + allLoadedScenes.Clear(); |
| 126 | + |
| 127 | + for (int i = 0; i < SceneManager.sceneCount; i++) |
| 128 | + { |
| 129 | + Scene scene = SceneManager.GetSceneAt(i); |
| 130 | + if (scene == default || !scene.isLoaded) |
| 131 | + continue; |
| 132 | + |
| 133 | + // If no changes yet, ensure the previous list contained this handle. |
| 134 | + if (!anyChange && !previousHandles.Contains(scene.handle)) |
| 135 | + anyChange = true; |
| 136 | + |
| 137 | + // If we have not yet confirmed inspectedExists, check if this scene is our currently inspected one. |
| 138 | + if (curHandle != -1 && !inspectedExists && scene.handle == curHandle) |
| 139 | + inspectedExists = true; |
| 140 | + |
| 141 | + allLoadedScenes.Add(scene); |
| 142 | + } |
| 143 | + |
| 144 | + // Always add the DontDestroyOnLoad scene and the "none" scene. |
| 145 | + allLoadedScenes.Add(DontDestroyScene); |
| 146 | + allLoadedScenes.Add(default); |
| 147 | + |
| 148 | + // Default to first scene if none selected or previous selection no longer exists. |
| 149 | + if (!inspectedExists) |
| 150 | + { |
| 151 | + SelectedScene = allLoadedScenes.First(); |
| 152 | + } |
| 153 | + |
| 154 | + // Notify on the list changing at all |
| 155 | + if (anyChange) |
| 156 | + { |
| 157 | + OnLoadedScenesChanged?.Invoke(LoadedScenes); |
| 158 | + } |
| 159 | + |
| 160 | + // Finally, update the root objects list. |
| 161 | + if (SelectedScene != null && ((Scene)SelectedScene).IsValid()) |
| 162 | + rootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene); |
| 163 | + else |
| 164 | + { |
| 165 | + var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(typeof(GameObject)); |
| 166 | + var list = new List<GameObject>(); |
| 167 | + foreach (var obj in allObjects) |
| 168 | + { |
| 169 | + var go = obj.TryCast<GameObject>(); |
| 170 | + if (go.transform.parent == null && !go.scene.IsValid()) |
| 171 | + list.Add(go); |
| 172 | + } |
| 173 | + rootObjects = list.ToArray(); |
| 174 | + } |
| 175 | + } |
| 176 | + } |
| 177 | +} |
0 commit comments