VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Editor/SimplifiedEditor.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

135 lines
4.8 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Oculus.Interaction.Editor
{
public class SimplifiedEditor : UnityEditor.Editor
{
protected EditorBase _editorDrawer;
private const string OptionalSection = "Optionals";
protected virtual void OnEnable()
{
_editorDrawer = new EditorBase(serializedObject);
Dictionary<string, string[]> sections = FindCustomSections(serializedObject);
foreach (var sectionData in sections)
{
RegisterSection(sectionData.Key, sectionData.Value);
}
RegisterSection(OptionalSection, FindOptionals(serializedObject));
}
protected virtual void OnDisable()
{
}
public override void OnInspectorGUI()
{
_editorDrawer.DrawFullInspector();
}
private void RegisterSection(string sectionName, string[] sectionProperties)
{
string foldoutKey = $"{GetType().FullName}.{sectionName}.Foldout";
_editorDrawer.CreateSection(sectionName, true, foldoutKey);
_editorDrawer.AddToSection(sectionName, sectionProperties);
}
private static string[] FindOptionals(SerializedObject serializedObject)
{
List<AttributedProperty<OptionalAttribute>> props = new List<AttributedProperty<OptionalAttribute>>();
UnityEngine.Object obj = serializedObject.targetObject;
if (obj != null)
{
FindAttributedSerializedFields(obj.GetType(), props);
}
return props.Where(p => (p.attribute.Flags & OptionalAttribute.Flag.DontHide) == 0)
.Select(p => p.propertyName)
.ToArray();
}
private static Dictionary<string, string[]> FindCustomSections(SerializedObject serializedObject)
{
List<AttributedProperty<SectionAttribute>> props = new List<AttributedProperty<SectionAttribute>>();
UnityEngine.Object obj = serializedObject.targetObject;
if (obj != null)
{
FindAttributedSerializedFields(obj.GetType(), props);
}
Dictionary<string, string[]> sections = new Dictionary<string, string[]>();
var namedSections = props.GroupBy(p => p.attribute.SectionName);
foreach (var namedSection in namedSections)
{
string[] values = namedSection.Select(p => p.propertyName).ToArray();
sections.Add(namedSection.Key, values);
}
return sections;
}
private static void FindAttributedSerializedFields<TAttribute>(Type type,
List<AttributedProperty<TAttribute>> props)
where TAttribute : PropertyAttribute
{
FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.DeclaredOnly);
foreach (FieldInfo field in fields)
{
TAttribute attribute = field.GetCustomAttribute<TAttribute>();
if (attribute == null)
{
continue;
}
if (field.GetCustomAttribute<SerializeField>() == null)
{
continue;
}
props.Add(new AttributedProperty<TAttribute>(field.Name, attribute));
}
if (typeof(Component).IsAssignableFrom(type.BaseType))
{
FindAttributedSerializedFields<TAttribute>(type.BaseType, props);
}
}
private struct AttributedProperty<TAttribute>
where TAttribute : PropertyAttribute
{
public string propertyName;
public TAttribute attribute;
public AttributedProperty(string propertyName, TAttribute attribute)
{
this.propertyName = propertyName;
this.attribute = attribute;
}
}
}
}