mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
32c0be1af2
* wip * much faster world creation * add StaticGeometryInspector * disable child/parent logic and fading * rename * (de)activate objects based on parent * set draw distance based on layers * ... * wip * wip * wip * remove unused param * prevent concurrent modification * ... * catch exceptions when notifying * ... * notify about area, not objects * limit public access to Area * ... * ... * allow public access * add public api * adapt code * pass callback to ctor * adapt focus points * fix * fix intersection check * support rectangles * adjust parameters in prefab * this should fix IsInsideOf() * ... * ... * fix getting area by index * create area if not exists * ... * ... * ... * wip for distance levels * remove constraint on generic parameter * add some validation * fix * fix draw distance per level * change time of day in which lights are visible * add todos * don't use id for UnRegisterFocusPoint() * use hash set for storing focus points * add 1 more level * mark area for update only if visibility changes * profile WorldSystem calls * add some profiling sections * limit time per frame for LoadingThread * switch custom concurrent queue * copy jobs to buffer * rename * change max draw distance setting * wait one more frame * try to remove 801 distance level to remove holes * attempt to hide interiors, but failed * delete no longer needed script * optimization * some error checking * add camera as focus point * dont add camera as focus point in headless mode * working on load priority * fix bug - load priority finished * ... * small optimizations * ... * ... * remove unneeded variable * add fading * dont do fading in headless mode * fadeRate available in inspector * change fade rate * take into account if geometry is loaded when checking if object should be visible, and if fading should be done * small optimization * cache IsInHeadlessMode * display Instance info in inspector * move interiors up in the sky * rename * adapt code to different y pos of interiors * refactor * fix finding matched enex for enexes that lead to the same interior level * display new world stats * rename * rename class * ... * ... * extract function * extract parameters into a struct * add focus point to dead body * add focus point to vehicle * add focus point to vehicle detached parts * remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map * dont use focus points on vehicle and vehicle detached parts, when not on server * add focus point for npc peds * add possibility to set timeout during which focus point keeps revealing after it's destroyed * adapt UnRegisterFocusPoint() to timeout * rename * adapt code * cleanup MapObject class * ... * converting to `lock()` * optimize method: use 1 lock instead of 3 * call OnObjectFinishedLoading() instead of AddToLoadedObjects() * ... * make sure it's main thread * AsyncLoader is no longer thread safe * convert static members to non-static in LoadingThread * fix * ... * store indexes for each area * impl GetAreaCenter() * calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ; * add support for changing draw distance at runtime * delay setting the new value by 0.2 s * have a separate default max draw distance for mobile platforms * adjust y axis world params so that number of visible areas is reduced * remove "camera far clip plane" setting * rename * document flags * rename * disable shadow casting and receiving for some objects * allow casting shadows for LODs with large draw distance * remove "WorldSystem" layer * revert layer
92 lines
3 KiB
C#
92 lines
3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace SanAndreasUnity.Editor
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{
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public static class EditorUtils
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{
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private static List<Type> GetWithBaseTypes(Type type, int maxDepth)
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{
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var types = new List<Type>();
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types.Add(type);
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type = type.BaseType;
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for (int i = 0; i < maxDepth; i++)
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{
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if (type == null)
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break;
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types.Add(type);
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type = type.BaseType;
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}
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return types;
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}
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public static void DrawFieldsAndPropertiesInInspector(object objectToDraw, int inheritanceLevel)
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{
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DrawFieldsInInspector(objectToDraw, inheritanceLevel);
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DrawPropertiesInInspector(objectToDraw, inheritanceLevel);
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}
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public static void DrawFieldsInInspector(object objectToDraw, int inheritanceLevel)
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{
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var fieldInfos = GetWithBaseTypes(objectToDraw.GetType(), inheritanceLevel)
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.SelectMany(t => t.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly));
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foreach (var fieldInfo in fieldInfos)
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{
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DrawObjectInInspector(fieldInfo.FieldType, fieldInfo.GetValue(objectToDraw), fieldInfo.Name);
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}
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}
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public static void DrawPropertiesInInspector(object objectToDraw, int inheritanceLevel)
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{
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var properties = GetWithBaseTypes(objectToDraw.GetType(), inheritanceLevel)
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.SelectMany(t => t.GetProperties(BindingFlags.Instance | BindingFlags.Public | BindingFlags.DeclaredOnly))
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.Where(p => p.CanRead);
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foreach (var propertyInfo in properties)
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{
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DrawObjectInInspector(propertyInfo.PropertyType, propertyInfo.GetValue(objectToDraw), propertyInfo.Name);
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}
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}
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public static void DrawObjectInInspector(
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Type type,
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object value,
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string name)
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{
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string labelText = $"{name}: ";
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if (typeof(Component).IsAssignableFrom(type))
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{
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EditorGUILayout.ObjectField(labelText, value as Component, type, true);
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}
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else if (type.IsEnum)
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{
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if (type.GetCustomAttribute<System.FlagsAttribute>() != null)
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EditorGUILayout.EnumFlagsField(labelText, value as System.Enum);
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else
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EditorGUILayout.EnumPopup(labelText, value as System.Enum);
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}
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else if (type == typeof(Color))
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{
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EditorGUILayout.ColorField(labelText, (Color) value);
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}
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else if (type == typeof(Color32))
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{
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EditorGUILayout.ColorField(labelText, (Color32) value);
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}
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else
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{
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EditorGUILayout.LabelField($"{labelText} {value}");
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}
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}
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}
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}
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