modular-avatar/Editor/ObjectReferenceFixer.cs
bd_ 973e7d2448
fix: suppress ObjectReferenceFixer in play mode (#1336)
Not sure if this will do anything, but maybe it'll help with the perf issues people have reported?
2024-11-03 18:32:22 -08:00

132 lines
4.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using nadena.dev.ndmf.preview;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace nadena.dev.modular_avatar.core
{
public static class ObjectReferenceFixer
{
private static ComputeContext _context;
private static int? _lastStage;
private static int? GetCurrentContentsRootId(out GameObject contentsRoot)
{
contentsRoot = null;
var stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage == null || stage.prefabContentsRoot == null) return null;
contentsRoot = stage.prefabContentsRoot;
return stage.prefabContentsRoot.GetInstanceID();
}
[InitializeOnLoadMethod]
private static void Init()
{
EditorApplication.delayCall += ProcessObjectReferences;
EditorApplication.update += () =>
{
var curStage = GetCurrentContentsRootId(out _);
if (curStage != _lastStage)
{
_context?.Invalidate?.Invoke();
}
};
EditorApplication.playModeStateChanged += state =>
{
if (state == PlayModeStateChange.EnteredEditMode)
{
EditorApplication.delayCall += ProcessObjectReferences;
}
};
}
private static void ProcessObjectReferences()
{
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
_context = null;
return;
}
_lastStage = GetCurrentContentsRootId(out var contentsRoot);
AvatarObjectReference.InvalidateAll();
_context = new ComputeContext("ObjectReferenceFixer");
_context.InvokeOnInvalidate<object>(typeof(ObjectReferenceFixer), _ => ProcessObjectReferences());
IEnumerable<IHaveObjReferences> withReferences = _context.GetComponentsByType<IHaveObjReferences>();
if (contentsRoot != null)
withReferences =
withReferences.Concat(
_context.GetComponentsInChildren<IHaveObjReferences>(contentsRoot, true)
);
foreach (var obj in withReferences)
{
var component = obj as Component;
if (component == null) continue;
var avatar = _context.GetAvatarRoot(component.gameObject);
if (avatar == null) continue;
var references = _context.Observe(component,
c => ((IHaveObjReferences)c).GetObjectReferences().Select(
r => (r.targetObject, r.referencePath, r)
),
Enumerable.SequenceEqual
);
var dirty = false;
foreach (var (targetObject, referencePath, objRef) in references)
{
var resolvedTarget = objRef.Get(component);
if (objRef.Get(component) == null) continue;
if (targetObject == null)
{
Undo.RecordObject(component, "");
objRef.targetObject = resolvedTarget;
dirty = true;
}
else
{
// Direct object reference always wins in the event of a conflict.
resolvedTarget = targetObject;
}
foreach (var t in _context.ObservePath(resolvedTarget.transform))
{
_context.Observe(t.gameObject, g => g.name);
}
if (!resolvedTarget.transform.IsChildOf(avatar.transform)) continue;
if (objRef.IsConsistent(avatar)) continue;
if (!dirty)
{
dirty = true;
Undo.RecordObject(component, "");
}
objRef.Set(targetObject);
}
if (dirty)
{
EditorUtility.SetDirty(component);
PrefabUtility.RecordPrefabInstancePropertyModifications(component);
}
}
}
}
}