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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace StarterAssets
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{
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public partial class StarterAssetsDeployMenu : ScriptableObject
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{
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#if STARTER_ASSETS_PACKAGES_CHECKED
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/// <summary>
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/// Check the capsule, main camera, cinemachine virtual camera, camera target and references
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/// </summary>
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[MenuItem(MenuRoot + "/Reset First Person Controller", false)]
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static void ResetFirstPersonControllerCapsule()
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{
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var firstPersonControllers = FindObjectsOfType<FirstPersonController>();
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var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
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GameObject playerGameObject = null;
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// player
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if (player == null)
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{
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if (TryLocatePrefab(PlayerCapsulePrefabName, null, new []{typeof(FirstPersonController)}, out GameObject prefab, out string _))
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{
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HandleInstantiatingPrefab(prefab, out playerGameObject);
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}
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else
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{
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}
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}
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else
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{
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playerGameObject = player.gameObject;
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}
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if (playerGameObject != null)
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{
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// cameras
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CheckCameras(playerGameObject.transform, GetFirstPersonPrefabPath());
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}
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}
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static string GetFirstPersonPrefabPath()
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{
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if (TryLocatePrefab(PlayerCapsulePrefabName, null, new[] { typeof(FirstPersonController), typeof(StarterAssetsInputs) }, out GameObject _, out string prefabPath))
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{
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var pathString = new StringBuilder();
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var currentDirectory = new FileInfo(prefabPath).Directory;
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while (currentDirectory.Name != "Assets")
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{
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pathString.Insert(0, $"/{currentDirectory.Name}");
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}
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pathString.Insert(0, currentDirectory.Name);
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return pathString.ToString();
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}
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return null;
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}
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{
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"EditorFolderRoot": "Assets/StarterAssets/",
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"PackagesToAdd": [
|
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"com.unity.cinemachine",
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Editor: Editor
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Windows Store Apps: WindowsStoreApps
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169
Assets/StarterAssets/Editor/StarterAssetsDeployMenu.cs
Normal file
|
@ -0,0 +1,169 @@
|
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using System;
|
||||
using System.Linq;
|
||||
using StarterAssetsPackageChecker;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Object = UnityEngine.Object;
|
||||
#if STARTER_ASSETS_PACKAGES_CHECKED
|
||||
using Cinemachine;
|
||||
#endif
|
||||
|
||||
namespace StarterAssets
|
||||
{
|
||||
// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
|
||||
public partial class StarterAssetsDeployMenu : ScriptableObject
|
||||
{
|
||||
public const string MenuRoot = "Tools/Starter Assets";
|
||||
|
||||
// prefab names
|
||||
private const string MainCameraPrefabName = "MainCamera";
|
||||
private const string PlayerCapsulePrefabName = "PlayerCapsule";
|
||||
|
||||
// names in hierarchy
|
||||
private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
|
||||
|
||||
// tags
|
||||
private const string PlayerTag = "Player";
|
||||
private const string MainCameraTag = "MainCamera";
|
||||
private const string CinemachineTargetTag = "CinemachineTarget";
|
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|
||||
private static GameObject _cinemachineVirtualCamera;
|
||||
|
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/// <summary>
|
||||
/// Deletes the scripting define set by the Package Checker.
|
||||
/// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
|
||||
/// </summary>
|
||||
[MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
|
||||
static void ResetPackageChecker()
|
||||
{
|
||||
PackageChecker.RemovePackageCheckerScriptingDefine();
|
||||
}
|
||||
|
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#if STARTER_ASSETS_PACKAGES_CHECKED
|
||||
private static void CheckCameras(Transform targetParent, string prefabFolder)
|
||||
{
|
||||
CheckMainCamera(prefabFolder);
|
||||
|
||||
GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
|
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|
||||
if (!vcam)
|
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{
|
||||
if (TryLocatePrefab(CinemachineVirtualCameraName, new string[]{prefabFolder}, new[] { typeof(CinemachineVirtualCamera) }, out GameObject vcamPrefab, out string _))
|
||||
{
|
||||
HandleInstantiatingPrefab(vcamPrefab, out vcam);
|
||||
_cinemachineVirtualCamera = vcam;
|
||||
}
|
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else
|
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{
|
||||
Debug.LogError("Couldn't find Cinemachine Virtual Camera prefab");
|
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}
|
||||
}
|
||||
else
|
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{
|
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_cinemachineVirtualCamera = vcam;
|
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}
|
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|
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GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
|
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GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
|
||||
if (target == null)
|
||||
{
|
||||
target = new GameObject("PlayerCameraRoot");
|
||||
target.transform.SetParent(targetParent);
|
||||
target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
|
||||
target.tag = CinemachineTargetTag;
|
||||
Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
|
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}
|
||||
|
||||
CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
|
||||
}
|
||||
|
||||
private static void CheckMainCamera(string inFolder)
|
||||
{
|
||||
GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
|
||||
|
||||
if (mainCameras.Length < 1)
|
||||
{
|
||||
// if there are no MainCameras, add one
|
||||
if (TryLocatePrefab(MainCameraPrefabName, new string[]{inFolder}, new[] { typeof(CinemachineBrain), typeof(Camera) }, out GameObject camera, out string _))
|
||||
{
|
||||
HandleInstantiatingPrefab(camera, out _);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Couldn't find Starter Assets Main Camera prefab");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// make sure the found camera has a cinemachine brain (we only need 1)
|
||||
if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
|
||||
mainCameras[0].AddComponent<CinemachineBrain>();
|
||||
}
|
||||
}
|
||||
|
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private static void CheckVirtualCameraFollowReference(GameObject target,
|
||||
GameObject cinemachineVirtualCamera)
|
||||
{
|
||||
var serializedObject =
|
||||
new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
|
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var serializedProperty = serializedObject.FindProperty("m_Follow");
|
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serializedProperty.objectReferenceValue = target.transform;
|
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serializedObject.ApplyModifiedProperties();
|
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}
|
||||
|
||||
private static bool TryLocatePrefab(string name, string[] inFolders, System.Type[] requiredComponentTypes, out GameObject prefab, out string path)
|
||||
{
|
||||
// Locate the player armature
|
||||
string[] allPrefabs = AssetDatabase.FindAssets("t:Prefab", inFolders);
|
||||
for (int i = 0; i < allPrefabs.Length; ++i)
|
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{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(allPrefabs[i]);
|
||||
|
||||
if (assetPath.Contains("/StarterAssets/"))
|
||||
{
|
||||
Object loadedObj = AssetDatabase.LoadMainAssetAtPath(assetPath);
|
||||
|
||||
if (PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.NotAPrefab &&
|
||||
PrefabUtility.GetPrefabAssetType(loadedObj) != PrefabAssetType.MissingAsset)
|
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{
|
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GameObject loadedGo = loadedObj as GameObject;
|
||||
bool hasRequiredComponents = true;
|
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foreach (var componentType in requiredComponentTypes)
|
||||
{
|
||||
if (!loadedGo.TryGetComponent(componentType, out _))
|
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{
|
||||
hasRequiredComponents = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasRequiredComponents)
|
||||
{
|
||||
if (loadedGo.name == name)
|
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{
|
||||
prefab = loadedGo;
|
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path = assetPath;
|
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return true;
|
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}
|
||||
}
|
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}
|
||||
}
|
||||
}
|
||||
|
||||
prefab = null;
|
||||
path = null;
|
||||
return false;
|
||||
}
|
||||
|
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private static void HandleInstantiatingPrefab(GameObject prefab, out GameObject prefabInstance)
|
||||
{
|
||||
prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
|
||||
Undo.RegisterCreatedObjectUndo(prefabInstance, "Instantiate Starter Asset Prefab");
|
||||
|
||||
prefabInstance.transform.localPosition = Vector3.zero;
|
||||
prefabInstance.transform.localEulerAngles = Vector3.zero;
|
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prefabInstance.transform.localScale = Vector3.one;
|
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}
|
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#endif
|
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}
|
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}
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