BuildManager.cs 13 KB

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  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using System.Collections.Generic;
  5. using UnityEditor;
  6. using UnityEditor.SceneManagement;
  7. using UnityEngine;
  8. using UnityEngine.SceneManagement;
  9. namespace MagicaCloth
  10. {
  11. public static partial class BuildManager
  12. {
  13. //=========================================================================================
  14. /// <summary>
  15. /// MagicaClothコンポーネントの古い形式を最新にアップグレードする
  16. /// すでに最新の場合は何もしません
  17. /// Upgrading old formats of MagicaCloth components to the latest.
  18. /// If it is already up-to-date, do nothing.
  19. /// </summary>
  20. /// <param name="core"></param>
  21. /// <returns></returns>
  22. public static Define.Error UpgradeComponent(CoreComponent core)
  23. {
  24. Define.Error result = Define.Error.None;
  25. if (core == null)
  26. result = Define.Error.BuildInvalidComponent;
  27. if (core)
  28. {
  29. // プレハブかつシーンに配置されていない場合のみアセットに保存する
  30. string savePrefabPath = GetAssetSavePath(core);
  31. bool isPrefab = string.IsNullOrEmpty(savePrefabPath) == false;
  32. if (Define.IsNormal(result))
  33. {
  34. var serializedObject = new SerializedObject(core);
  35. serializedObject.Update();
  36. if (core.UpgradeFormat())
  37. {
  38. // 更新あり
  39. serializedObject.ApplyModifiedProperties();
  40. EditorUtility.SetDirty(core);
  41. // 保存反映
  42. if (isPrefab)
  43. AssetDatabase.SaveAssets();
  44. if (Define.IsNormal(result))
  45. Debug.Log($"<color=yellow>[Upgrade]</color> {core.name}");
  46. }
  47. }
  48. }
  49. return result;
  50. }
  51. /// <summary>
  52. /// MagicaClothコンポーネントのデータ作成[Create]を実行する.
  53. /// Execute the MagicaCloth component's data creation [Create].
  54. /// </summary>
  55. /// <param name="core"></param>
  56. /// <returns></returns>
  57. public static Define.Error CreateComponent(CoreComponent core)
  58. {
  59. Define.Error result = Define.Error.None;
  60. if (core == null)
  61. result = Define.Error.BuildInvalidComponent;
  62. if (core)
  63. {
  64. // プレハブかつシーンに配置されていない場合のみアセットに保存する
  65. string savePrefabPath = GetAssetSavePath(core);
  66. bool isPrefab = string.IsNullOrEmpty(savePrefabPath) == false;
  67. if (Define.IsNormal(result))
  68. {
  69. //Debug.Log($"Started creating. [{core.name}] isPrefab:{isPrefab} path:{savePrefabPath}");
  70. var serializedObject = new SerializedObject(core);
  71. serializedObject.Update();
  72. // コンポーネント別データ作成
  73. if (core is MagicaBoneCloth)
  74. result = CreateBoneCloth(core, serializedObject, savePrefabPath);
  75. else if (core is MagicaBoneSpring)
  76. result = CreateBoneSpring(core, serializedObject, savePrefabPath);
  77. else if (core is MagicaMeshCloth)
  78. result = CreateMeshCloth(core, serializedObject, savePrefabPath);
  79. else if (core is MagicaMeshSpring)
  80. result = CreateMeshSpring(core, serializedObject, savePrefabPath);
  81. else if (core is MagicaRenderDeformer)
  82. result = CreateRenderDeformer(core, serializedObject, savePrefabPath);
  83. else if (core is MagicaVirtualDeformer)
  84. result = CreateVirtualDeformer(core, serializedObject, savePrefabPath);
  85. // 最終検証結果
  86. if (Define.IsNormal(result))
  87. result = core.VerifyData();
  88. // 保存反映
  89. if (isPrefab)
  90. {
  91. AssetDatabase.SaveAssets();
  92. }
  93. }
  94. }
  95. // 結果
  96. if (result == Define.Error.None)
  97. Debug.Log($"<color=cyan>[Creation]</color> {core.name}");
  98. else
  99. Debug.LogError($"<color=cyan>[Creation]</color> <color=red>Failed!</color> {core.name}\n{Define.GetErrorMessage(result)}");
  100. return result;
  101. }
  102. /// <summary>
  103. /// 指定コンポーネントリストに対してデータ作成を実行する
  104. /// Execute data creation for the specified component list.
  105. /// </summary>
  106. /// <param name="coreComponents"></param>
  107. /// <param name="options"></param>
  108. /// <returns></returns>
  109. public static BuildResult BuildFromComponents(List<CoreComponent> coreComponents, BuildOptions options)
  110. {
  111. if (coreComponents.Count == 0)
  112. return new BuildResult(Define.Error.Cancel);
  113. // ビルド順にソートする(特定の順序で実行しないとエラーとなる)
  114. SortCoreComponents(coreComponents);
  115. // ソート順にデータ作成
  116. var result = new BuildResult();
  117. foreach (var core in coreComponents)
  118. {
  119. //Debug.Log(core.name);
  120. var err = Define.Error.None;
  121. if (options.verificationOnly)
  122. {
  123. // 検証のみ
  124. if (IsOldFormat(core))
  125. Debug.Log($"<color=yellow>[Old Format]</color> {core.name}");
  126. if (IsOldAlgorithm(core))
  127. Debug.Log($"<color=yellow>[Old Algorithm]</color> {core.name}");
  128. var e = core.VerifyData();
  129. if (e == Define.Error.EmptyData)
  130. Debug.Log($"<color=cyan>[Not Created]</color> {core.name}");
  131. else if (Define.IsError(e))
  132. Debug.Log($"<color=red>[In Error]</color> {core.name}\n{Define.GetErrorMessage(e)}");
  133. //if (IsNotCreated(core))
  134. // Debug.Log($"<color=cyan>[Not created or in error]</color> {core.name}");
  135. }
  136. else
  137. {
  138. // 構築
  139. // アップグレード
  140. if (options.upgradeFormatAndAlgorithm && (IsOldFormat(core) || IsOldAlgorithm(core)))
  141. {
  142. err = UpgradeComponent(core);
  143. if (Define.IsError(err))
  144. {
  145. result.SetError(err);
  146. //Debug.LogError(Define.GetErrorMessage(err));
  147. // エラー時の停止
  148. if (options.errorStop)
  149. break;
  150. }
  151. }
  152. // 構築
  153. err = CreateComponent(core);
  154. if (Define.IsError(err))
  155. {
  156. result.SetError(err);
  157. //Debug.LogError(Define.GetErrorMessage(err));
  158. // エラー時の停止
  159. if (options.errorStop)
  160. break;
  161. }
  162. if (Define.IsNormal(err))
  163. result.SetSuccess();
  164. }
  165. }
  166. return result;
  167. }
  168. //=========================================================================================
  169. /// <summary>
  170. /// シーンのオブジェクトに対してデータ作成を実行する
  171. /// Perform data creation on objects in the scene.
  172. /// </summary>
  173. /// <param name="gobj"></param>
  174. /// <param name="option"></param>
  175. /// <returns></returns>
  176. public static BuildResult BuildFromSceneObject(GameObject gobj, BuildOptions options)
  177. {
  178. if (gobj == null)
  179. return new BuildResult(Define.Error.BuildInvalidGameObject);
  180. if (gobj.scene.IsValid() == false)
  181. return new BuildResult(Define.Error.BuildNotSceneObject);
  182. var result = new BuildResult();
  183. // 全コンポーネント取得
  184. var coreComponents = new List<CoreComponent>();
  185. GetBuildComponents(gobj, options, coreComponents);
  186. if (coreComponents.Count > 0)
  187. {
  188. Debug.Log($"<color=#f39800>[GameObject]</color> {gobj.name}");
  189. // ビルド
  190. result = BuildFromComponents(coreComponents, options);
  191. }
  192. return result;
  193. }
  194. /// <summary>
  195. /// プレハブアセットに対してすべてのデータ作成を実行する
  196. /// Perform all data creation for prefab assets.
  197. /// </summary>
  198. /// <param name="path"></param>
  199. /// <param name="options"></param>
  200. /// <returns></returns>
  201. public static BuildResult BuildFromAssetPath(string path, BuildOptions options)
  202. {
  203. var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
  204. if (prefab == null)
  205. return new BuildResult(Define.Error.BuildInvalidPrefab);
  206. // 編集不可のプレハブならば保存できないため処理を行わない
  207. if (PrefabUtility.IsPartOfImmutablePrefab(prefab))
  208. return new BuildResult(Define.Error.Cancel);
  209. var result = new BuildResult();
  210. // 全コンポーネント取得
  211. var coreComponents = new List<CoreComponent>();
  212. GetBuildComponents(prefab, options, coreComponents);
  213. if (coreComponents.Count > 0)
  214. {
  215. Debug.Log($"<color=#f39800>[Prefab]</color> {path}");
  216. // スクリプトの欠損(missing)がある場合は保存できないためエラー
  217. if (options.verificationOnly == false && CheckMissingScripts(prefab))
  218. return new BuildResult(Define.Error.BuildMissingScriptOnPrefab);
  219. // ビルド
  220. result.Merge(BuildFromComponents(coreComponents, options));
  221. // サブアセットクリーンアップ
  222. if (result.SuccessCount > 0 && options.verificationOnly == false)
  223. ShareDataPrefabExtension.CleanUpSubAssets(prefab, log: false);
  224. }
  225. return result;
  226. }
  227. /// <summary>
  228. /// シーンの内部オブジェクトに対してすべてのデータ構築を実行する
  229. /// Perform all data construction for the scene's internal objects.
  230. /// </summary>
  231. /// <param name="path"></param>
  232. /// <param name="options"></param>
  233. /// <returns></returns>
  234. public static BuildResult BuildFromScenePath(string path, BuildOptions options)
  235. {
  236. Scene targetScene = new Scene();
  237. bool isOpened = false;
  238. // 現在開かれているシーンから検索
  239. for (int i = 0; i < SceneManager.sceneCount; i++)
  240. {
  241. var scene = SceneManager.GetSceneAt(i);
  242. if (scene.path == path)
  243. {
  244. targetScene = scene;
  245. isOpened = true;
  246. }
  247. }
  248. if (isOpened == false)
  249. {
  250. targetScene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
  251. }
  252. if (targetScene.IsValid() == false)
  253. return new BuildResult(Define.Error.BuildInvalidScene);
  254. Debug.Log($"<color=#BFFF00>[Scene]</color> {path}");
  255. // すべてのコンポーネントを収集する
  256. var coreComponents = new List<CoreComponent>();
  257. foreach (var go in targetScene.GetRootGameObjects())
  258. GetBuildComponents(go, options, coreComponents);
  259. var result = new BuildResult();
  260. if (coreComponents.Count > 0)
  261. {
  262. // ビルド
  263. result.Merge(BuildFromComponents(coreComponents, options));
  264. // 1つ以上ビルドが成功した場合はシーンを保存する
  265. if (result.SuccessCount > 0 && options.verificationOnly == false)
  266. {
  267. EditorSceneManager.SaveScene(targetScene);
  268. }
  269. }
  270. if (isOpened == false)
  271. EditorSceneManager.CloseScene(targetScene, true);
  272. return result;
  273. }
  274. }
  275. }