fgm24/Assets/Plugins/ParrelSync/Editor/Preferences.cs

216 lines
7.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace ParrelSync
{
/// <summary>
/// To add value caching for <see cref="EditorPrefs"/> functions
/// </summary>
public class BoolPreference
{
public string key { get; private set; }
public bool defaultValue { get; private set; }
public BoolPreference(string key, bool defaultValue)
{
this.key = key;
this.defaultValue = defaultValue;
}
private bool? valueCache = null;
public bool Value
{
get
{
if (valueCache == null)
valueCache = EditorPrefs.GetBool(key, defaultValue);
return (bool)valueCache;
}
set
{
if (valueCache == value)
return;
EditorPrefs.SetBool(key, value);
valueCache = value;
Debug.Log("Editor preference updated. key: " + key + ", value: " + value);
}
}
public void ClearValue()
{
EditorPrefs.DeleteKey(key);
valueCache = null;
}
}
/// <summary>
/// To add value caching for <see cref="EditorPrefs"/> functions
/// </summary>
public class ListOfStringsPreference
{
private static string serializationToken = "|||";
public string Key { get; private set; }
public ListOfStringsPreference(string key)
{
Key = key;
}
public List<string> GetStoredValue()
{
return this.Deserialize(EditorPrefs.GetString(Key));
}
public void SetStoredValue(List<string> strings)
{
EditorPrefs.SetString(Key, this.Serialize(strings));
}
public void ClearStoredValue()
{
EditorPrefs.DeleteKey(Key);
}
public string Serialize(List<string> data)
{
string result = string.Empty;
foreach (var item in data)
{
if (item.Contains(serializationToken))
{
Debug.LogError("Unable to serialize this value ["+item+"], it contains the serialization token ["+serializationToken+"]");
continue;
}
result += item + serializationToken;
}
return result;
}
public List<string> Deserialize(string data)
{
return data.Split(serializationToken).ToList();
}
}
public class Preferences : EditorWindow
{
[MenuItem("ParrelSync/Preferences", priority = 1)]
private static void InitWindow()
{
Preferences window = (Preferences)EditorWindow.GetWindow(typeof(Preferences));
window.titleContent = new GUIContent(ClonesManager.ProjectName + " Preferences");
window.minSize = new Vector2(550, 300);
window.Show();
}
/// <summary>
/// Disable asset saving in clone editors?
/// </summary>
public static BoolPreference AssetModPref = new BoolPreference("ParrelSync_DisableClonesAssetSaving", true);
/// <summary>
/// In addition of checking the existence of UnityLockFile,
/// also check is the is the UnityLockFile being opened.
/// </summary>
public static BoolPreference AlsoCheckUnityLockFileStaPref = new BoolPreference("ParrelSync_CheckUnityLockFileOpenStatus", true);
/// <summary>
/// A list of folders to create sybolic links for,
/// useful for data that lives outside of the assets folder
/// eg. Wwise project data
/// </summary>
public static ListOfStringsPreference OptionalSymbolicLinkFolders = new ListOfStringsPreference("ParrelSync_OptionalSymbolicLinkFolders");
private void OnGUI()
{
if (ClonesManager.IsClone())
{
EditorGUILayout.HelpBox(
"This is a clone project. Please use the original project editor to change preferences.",
MessageType.Info);
return;
}
GUILayout.BeginVertical("HelpBox");
GUILayout.Label("Preferences");
GUILayout.BeginVertical("GroupBox");
AssetModPref.Value = EditorGUILayout.ToggleLeft(
new GUIContent(
"(recommended) Disable asset saving in clone editors- require re-open clone editors",
"Disable asset saving in clone editors so all assets can only be modified from the original project editor"
),
AssetModPref.Value);
if (Application.platform == RuntimePlatform.WindowsEditor)
{
AlsoCheckUnityLockFileStaPref.Value = EditorGUILayout.ToggleLeft(
new GUIContent(
"Also check UnityLockFile lock status while checking clone projects running status",
"Disable this can slightly increase Clones Manager window performance, but will lead to in-correct clone project running status" +
"(the Clones Manager window show the clone project is still running even it's not) if the clone editor crashed"
),
AlsoCheckUnityLockFileStaPref.Value);
}
GUILayout.EndVertical();
GUILayout.BeginVertical("GroupBox");
GUILayout.Label("Optional Folders to Symbolically Link");
GUILayout.Space(5);
// cache the current value
List<string> optionalFolderPaths = OptionalSymbolicLinkFolders.GetStoredValue();
bool optionalFolderPathsAreDirty = false;
// append a new row if full
if (optionalFolderPaths.Last() != "")
{
optionalFolderPaths.Add("");
}
var projectPath = ClonesManager.GetCurrentProjectPath();
for (int i = 0; i < optionalFolderPaths.Count; ++i)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(optionalFolderPaths[i], EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select Folder", GUILayout.Width(100)))
{
var result = EditorUtility.OpenFolderPanel("Select Folder to Symbolically Link...", "", "");
if (result.Contains(projectPath))
{
optionalFolderPaths[i] = result.Replace(projectPath,"");
optionalFolderPathsAreDirty = true;
}
else if( result != "")
{
Debug.LogWarning("Symbolic Link folder must be within the project directory");
}
}
if (GUILayout.Button("Clear", GUILayout.Width(100)))
{
optionalFolderPaths[i] = "";
optionalFolderPathsAreDirty = true;
}
GUILayout.EndHorizontal();
}
// only set the preference if the value is marked dirty
if (optionalFolderPathsAreDirty)
{
optionalFolderPaths.RemoveAll(str=> str == "");
OptionalSymbolicLinkFolders.SetStoredValue(optionalFolderPaths);
}
GUILayout.EndVertical();
if (GUILayout.Button("Reset to default"))
{
AssetModPref.ClearValue();
AlsoCheckUnityLockFileStaPref.ClearValue();
OptionalSymbolicLinkFolders.ClearStoredValue();
Debug.Log("Editor preferences cleared");
}
GUILayout.EndVertical();
}
}
}