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

177 lines
6.4 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.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Oculus.Interaction.Editor
{
public delegate Boolean FieldWiringStrategy(MonoBehaviour monoBehaviour, FieldInfo fieldInfo, Type type);
public struct ComponentWiringStrategyConfig
{
public string FieldName { get; }
public FieldWiringStrategy[] Methods { get; }
public ComponentWiringStrategyConfig(string fieldName, FieldWiringStrategy[] methods)
{
FieldName = fieldName;
Methods = methods;
}
}
public class FieldWiringStrategies
{
public static bool WireFieldToAncestors(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
{
for (var transform = monoBehaviour.transform.parent; transform != null; transform = transform.parent)
{
var component = transform.gameObject.GetComponent(targetType);
if (component)
{
field.SetValue(monoBehaviour, component);
EditorUtility.SetDirty(monoBehaviour);
return true;
}
}
return false;
}
public static bool WireFieldToSceneComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
{
var rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
foreach (var rootGameObject in rootObjs)
{
var component = rootGameObject.GetComponentInChildren(targetType, true);
if (component != null)
{
field.SetValue(monoBehaviour, component);
EditorUtility.SetDirty(monoBehaviour);
return true;
}
}
return false;
}
/// <summary>
/// Searches for the component in an array of GameObject Paths and wires the first found component under it
/// </summary>
public static bool WireFieldToPathComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType, params string[] gameobjectPaths)
{
foreach (var path in gameobjectPaths)
{
GameObject gameObject = GameObject.Find(path);
if (gameObject != null)
{
var component = gameObject.GetComponentInChildren(targetType, true);
if (component != null)
{
field.SetValue(monoBehaviour, component);
EditorUtility.SetDirty(monoBehaviour);
return true;
}
}
}
return false;
}
/// <summary>
/// Searches for the component to wire in the local hierarchy of the target. It tries to minimise the score
/// of each potential component by adding +1 if needs to go up in the hierarchy, and +3 if it needs to go down.
/// </summary>
public static bool WireFieldToNearestComponent(MonoBehaviour monoBehaviour, FieldInfo field, Type targetType)
{
GameObject[] rootObjs = SceneManager.GetActiveScene().GetRootGameObjects();
List<Component> components = new List<Component>();
foreach (GameObject rootGameObject in rootObjs)
{
components.AddRange(rootGameObject.GetComponentsInChildren(targetType, true));
}
List<Transform> ancestors = GetAncestors(monoBehaviour.transform);
int bestScore = int.MaxValue;
Component bestComponent = null;
foreach (Component component in components)
{
List<Transform> ancestorsB = GetAncestors(component.transform);
int score = GetHierarchyScore(ancestors, ancestorsB, 1, 3);
if (score < bestScore)
{
bestScore = score;
bestComponent = component;
}
}
if (bestComponent != null)
{
field.SetValue(monoBehaviour, bestComponent);
EditorUtility.SetDirty(monoBehaviour);
return true;
}
return false;
int GetHierarchyScore(List<Transform> ancestorsA, List<Transform> ancestorsB,
int upPenalty, int downPenalty)
{
int indexA = 0;
int indexB = -1;
for (indexA = 0; indexA < ancestorsA.Count; indexA++)
{
indexB = ancestorsB.FindIndex(t => t == ancestorsA[indexA]);
if (indexB != -1)
{
break;
}
}
//no common hierarchy found
//the score is the sum of both entire lists of ancestors
if (indexB == -1)
{
return ancestorsA.Count * upPenalty
+ ancestorsB.Count * downPenalty;
}
return indexA * upPenalty
+ indexB * downPenalty;
}
List<Transform> GetAncestors(Transform transform)
{
List<Transform> ancestors = new List<Transform>();
while (transform != null)
{
ancestors.Add(transform);
transform = transform.parent;
}
return ancestors;
}
}
}
}