first commit
This commit is contained in:
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("Unity.AI.Navigation.Updater")]
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a86108f91b07e4fe3b5cd8fedc9f1797
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
|
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assetBundleVariant:
|
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@@ -0,0 +1,25 @@
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using System;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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/// <summary>
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/// A structure holding the information for each Item that needs to be Converted.
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/// Name = The Name of the asset that is being converted.
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/// Info = Information that can be used to store some data. This will also be shown in the UI.
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/// WarningMessage = If there are some issues with the converter that we already know about.
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/// Example: If we know it is a custom shader, we can not convert it so we add the information here.
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/// AdditionalData = Additional data that can be used to store some data. This will not be shown in the UI.
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/// </summary>
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[Serializable]
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internal struct ConverterItemDescriptor
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{
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/// <summary> Name of the asset being converted. This will be shown in the UI. </summary>
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public string name;
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/// <summary> Information that can be used to store some data. This will also be shown in the UI. </summary>
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public string info;
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/// <summary> If there are some issues with the converter that we already know about during init phase. This will be added as a tooltip on the warning icon. </summary>
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public string warningMessage;
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/// <summary> Additional data that can be used to store data related to the item to be converted.</summary>
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public string additionalData;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3f72db493d3cd4e03ae748a6cd15534d
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timeCreated: 1618229698
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@@ -0,0 +1,16 @@
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namespace Unity.AI.Navigation.Editor.Converter
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{
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/// <summary>
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/// A structure holding the information for each Item that needs to be Converted.
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/// Descriptor = The ConverterItemDescriptor this item contain.
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/// Index = The index for this item in the list of converter items.
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/// </summary>
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internal struct ConverterItemInfo
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{
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/// <summary> The ConverterItemDescriptor this item contain. </summary>
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public ConverterItemDescriptor descriptor { get; internal set; }
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/// <summary> The index for this item in the list of converter items. </summary>
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public int index { get; internal set; }
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fac6f414adf2e4556865a180b1529cbb
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timeCreated: 1618230361
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@@ -0,0 +1,23 @@
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using UnityEditor;
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using UnityEngine;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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internal static class EditorStyles
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{
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public static Texture iconHelp;
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public static Texture2D iconPending;
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public static Texture2D iconWarn;
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public static Texture2D iconFail;
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public static Texture2D iconSuccess;
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static EditorStyles()
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{
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iconFail = EditorGUIUtility.Load("icons/console.erroricon.png") as Texture2D;
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iconWarn = EditorGUIUtility.Load("icons/console.warnicon.png") as Texture2D;
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iconHelp = EditorGUIUtility.Load("icons/console.infoicon.png") as Texture2D;
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iconSuccess = EditorGUIUtility.FindTexture("TestPassed");
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iconPending = EditorGUIUtility.FindTexture("Toolbar Minus");
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 8c0c4a4a1781441ff8c5f9585d5a3462
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,26 @@
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using System.Collections.Generic;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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/// <summary>
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/// A structure needed for the initialization step of the converter.
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/// Stores data to be visible in the UI.
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/// </summary>
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internal struct InitializeConverterContext
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{
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/// <summary>
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/// Stores the list of ConverterItemDescriptor that will be filled in during the initialization step.
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/// </summary>
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internal List<ConverterItemDescriptor> items;
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/// <summary>
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/// Add to the list of assets to be converted.
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/// This will be used to display information to the user in the UI.
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/// </summary>
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/// <param name="item">The item to add to the list items to convert</param>
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internal void AddAssetToConvert(ConverterItemDescriptor item)
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{
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items.Add(item);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: a5cf3eb6bee954ca5953487784e68715
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timeCreated: 1618230672
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@@ -0,0 +1,27 @@
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namespace Unity.AI.Navigation.Editor.Converter
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{
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/// <summary>
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/// A structure needed for the conversion part of the converter. <br />
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/// This holds the items that are being converted. <br />
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/// All arrays are the same length and the index of each array corresponds to the same item.
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/// </summary>
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internal struct RunItemContext
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{
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/// <summary> The items that will go through the conversion code. </summary>
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public ConverterItemInfo[] items { get; }
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/// <summary> A bool to set if these items failed to convert. </summary>
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public bool[] didFail { get; }
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/// <summary> Info to store data to be shown in the UI. </summary>
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public string[] info { get; }
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/// <summary> Constructor for the RunItemContext. </summary>
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public RunItemContext(ConverterItemInfo[] items)
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{
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this.items = items;
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didFail = new bool[this.items.Length];
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info = new string[this.items.Length];
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 0a841ce8d078944bb8dc02dc43952c91
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||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -0,0 +1,75 @@
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using System;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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internal abstract class SystemConverter
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{
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/// <summary>
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/// Name of the converter.
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/// </summary>
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public abstract string name { get; }
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/// <summary>
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/// The information when hovering over the converter.
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/// </summary>
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public abstract string info { get; }
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/// <summary>
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/// A check if the converter is enabled or not. Can be used to do a check if prerequisites are met to have it enabled or disabled.
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/// </summary>
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public virtual bool isEnabled => true;
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/// <summary>
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/// A priority of the converter. The lower the number (can be negative), the earlier it will be executed. Can be used to make sure that a converter runs before another converter.
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/// </summary>
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public virtual int priority => 0;
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/// <summary>
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/// A check to see if the converter needs to create the index.
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/// This will only need to be set to true if the converter is using search api, and search queries.
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/// If set to true the converter framework will create the indexer and remove it after all search queries are done.
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/// </summary>
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public virtual bool needsIndexing => false;
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/// <summary>
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/// This method getting triggered when clicking the listview item in the UI.
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/// </summary>
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public virtual void OnClicked(int index)
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{
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}
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// This is so that we can have different segment in our UI, example Unity converters, your custom converters etc..
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// This is not implemented yet
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public virtual string category { get; }
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// This is in which drop down item the converter belongs to.
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// Not properly implemented yet
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public abstract Type container { get; }
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/// <summary>
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/// This runs when initializing the converter. To gather data for the UI and also for the converter if needed.
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/// </summary>
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/// <param name="context">The context that will be used to initialize data for the converter.</param>
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public abstract void OnInitialize(InitializeConverterContext context, Action callback);
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/// <summary>
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/// The method that will be run before Run method if needed.
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/// </summary>
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public virtual void OnPreRun()
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{
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}
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/// <summary>
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/// The method that will be run when converting the assets.
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/// </summary>
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/// <param name="context">The context that will be used when executing converter.</param>
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public abstract void OnRun(ref RunItemContext context);
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/// <summary>
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/// The method that will be run after the converters are done if needed.
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/// </summary>
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public virtual void OnPostRun()
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{
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}
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}
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 0c9fba05c2cea421a8771ca17afce238
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,20 @@
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namespace Unity.AI.Navigation.Editor.Converter
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{
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/// <summary>
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/// A class to contain converters. This is for a common set of converters.
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/// For example: Converters that is for Built-in to URP would have it's own container.
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/// </summary>
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public abstract class SystemConverterContainer
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{
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/// <summary>
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/// The name of the Container. This will show up int the UI.
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/// </summary>
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public abstract string name { get; }
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/// <summary>
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/// The information for this container.
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/// This will be shown in the UI to tell the user some information about the converters that this container are targeting.
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/// </summary>
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public abstract string info { get; }
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}
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: 6c78b1d765d234b9c9e3a1d2b0667c47
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,685 @@
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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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using UnityEditor.Search;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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using UnityEngine.Assertions;
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namespace Unity.AI.Navigation.Editor.Converter
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{
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// Status for each row item to say in which state they are in.
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// This will make sure they are showing the correct icon
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[Serializable]
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enum Status
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{
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Pending,
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Warning,
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Error,
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Success
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}
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// This is the serialized class that stores the state of each item in the list of items to convert
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[Serializable]
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class ConverterItemState
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{
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public bool isActive;
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// Message that will be displayed on the icon if warning or failed.
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public string message;
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// Status of the converted item, Pending, Warning, Error or Success
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public Status status;
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internal bool hasConverted = false;
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}
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// Each converter uses the active bool
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// Each converter has a list of active items/assets
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// We do this so that we can use the binding system of the UI Elements
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[Serializable]
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class ConverterState
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{
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// This is the enabled state of the whole converter
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public bool isEnabled;
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public bool isActive;
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public bool isLoading; // to name
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public bool isInitialized;
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public List<ConverterItemState> items = new List<ConverterItemState>();
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public int pending;
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public int warnings;
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public int errors;
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public int success;
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internal int index;
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public bool isActiveAndEnabled => isEnabled && isActive;
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public bool requiresInitialization => !isInitialized && isActiveAndEnabled;
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}
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[Serializable]
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internal struct ConverterItems
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{
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public List<ConverterItemDescriptor> itemDescriptors;
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}
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[Serializable]
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internal class SystemConvertersEditor : EditorWindow
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{
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public VisualTreeAsset converterEditorAsset;
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public VisualTreeAsset converterListAsset;
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public VisualTreeAsset converterItem;
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ScrollView m_ScrollView;
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List<SystemConverter> m_CoreConvertersList = new List<SystemConverter>();
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private bool convertButtonActive = false;
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// This list needs to be as long as the amount of converters
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List<ConverterItems> m_ItemsToConvert = new List<ConverterItems>();
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SerializedObject m_SerializedObject;
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|
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List<string> m_ContainerChoices = new List<string>();
|
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List<SystemConverterContainer> m_Containers = new List<SystemConverterContainer>();
|
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int m_ContainerChoiceIndex = 0;
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|
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// This is a list of Converter States which holds a list of which converter items/assets are active
|
||||
// There is one for each Converter.
|
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[SerializeField] List<ConverterState> m_ConverterStates = new List<ConverterState>();
|
||||
|
||||
TypeCache.TypeCollection m_ConverterContainers;
|
||||
|
||||
// Name of the index file
|
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string m_ConverterIndex = "SystemConverterIndex";
|
||||
|
||||
public void DontSaveToLayout(EditorWindow wnd)
|
||||
{
|
||||
// Making sure that the window is not saved in layouts.
|
||||
Assembly assembly = typeof(EditorWindow).Assembly;
|
||||
var editorWindowType = typeof(EditorWindow);
|
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var hostViewType = assembly.GetType("UnityEditor.HostView");
|
||||
var containerWindowType = assembly.GetType("UnityEditor.ContainerWindow");
|
||||
var parentViewField = editorWindowType.GetField("m_Parent", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
var parentViewValue = parentViewField.GetValue(wnd);
|
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// window should not be saved to layout
|
||||
var containerWindowProperty =
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hostViewType.GetProperty("window", BindingFlags.Instance | BindingFlags.Public);
|
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var parentContainerWindowValue = containerWindowProperty.GetValue(parentViewValue);
|
||||
var dontSaveToLayoutField =
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containerWindowType.GetField("m_DontSaveToLayout", BindingFlags.Instance | BindingFlags.NonPublic);
|
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dontSaveToLayoutField.SetValue(parentContainerWindowValue, true);
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
InitIfNeeded();
|
||||
}
|
||||
|
||||
void InitIfNeeded()
|
||||
{
|
||||
if (m_CoreConvertersList.Any())
|
||||
return;
|
||||
m_CoreConvertersList = new List<SystemConverter>();
|
||||
|
||||
// This is the drop down choices.
|
||||
m_ConverterContainers = TypeCache.GetTypesDerivedFrom<SystemConverterContainer>();
|
||||
foreach (var containerType in m_ConverterContainers)
|
||||
{
|
||||
var container = (SystemConverterContainer)Activator.CreateInstance(containerType);
|
||||
m_Containers.Add(container);
|
||||
m_ContainerChoices.Add(container.name);
|
||||
}
|
||||
|
||||
if (m_ConverterContainers.Any())
|
||||
{
|
||||
GetConverters();
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearConverterStates();
|
||||
}
|
||||
}
|
||||
|
||||
void ClearConverterStates()
|
||||
{
|
||||
m_CoreConvertersList.Clear();
|
||||
m_ConverterStates.Clear();
|
||||
m_ItemsToConvert.Clear();
|
||||
}
|
||||
|
||||
void GetConverters()
|
||||
{
|
||||
ClearConverterStates();
|
||||
var converterList = TypeCache.GetTypesDerivedFrom<SystemConverter>();
|
||||
|
||||
for (var i = 0; i < converterList.Count; ++i)
|
||||
{
|
||||
// Iterate over the converters that are used by the current container
|
||||
var conv = (SystemConverter)Activator.CreateInstance(converterList[i]);
|
||||
if (conv.container == m_ConverterContainers[m_ContainerChoiceIndex])
|
||||
{
|
||||
m_CoreConvertersList.Add(conv);
|
||||
}
|
||||
}
|
||||
|
||||
// this need to be sorted by Priority property
|
||||
m_CoreConvertersList = m_CoreConvertersList
|
||||
.OrderBy(o => o.priority).ToList();
|
||||
|
||||
for (var i = 0; i < m_CoreConvertersList.Count; i++)
|
||||
{
|
||||
// Create a new ConvertState which holds the active state of the converter
|
||||
var converterState = new ConverterState
|
||||
{
|
||||
isEnabled = m_CoreConvertersList[i].isEnabled,
|
||||
isActive = true,
|
||||
isInitialized = false,
|
||||
items = new List<ConverterItemState>(),
|
||||
index = i,
|
||||
};
|
||||
m_ConverterStates.Add(converterState);
|
||||
|
||||
// This just creates empty entries in the m_ItemsToConvert.
|
||||
// This list need to have the same amount of entries as the converters
|
||||
var converterItemInfos = new List<ConverterItemDescriptor>();
|
||||
//m_ItemsToConvert.Add(converterItemInfos);
|
||||
m_ItemsToConvert.Add(new ConverterItems { itemDescriptors = converterItemInfos });
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
InitIfNeeded();
|
||||
if (m_ConverterContainers.Any())
|
||||
{
|
||||
m_SerializedObject = new SerializedObject(this);
|
||||
converterEditorAsset.CloneTree(rootVisualElement);
|
||||
|
||||
RecreateUI();
|
||||
|
||||
var button = rootVisualElement.Q<Button>("convertButton");
|
||||
button.RegisterCallback<ClickEvent>(Convert);
|
||||
button.SetEnabled(false);
|
||||
|
||||
var initButton = rootVisualElement.Q<Button>("initializeButton");
|
||||
initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
|
||||
}
|
||||
}
|
||||
|
||||
void RecreateUI()
|
||||
{
|
||||
m_SerializedObject.Update();
|
||||
|
||||
var currentContainer = m_Containers[m_ContainerChoiceIndex];
|
||||
rootVisualElement.Q<Label>("conversionName").text = currentContainer.name;
|
||||
rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
|
||||
|
||||
rootVisualElement.Q<Image>("converterContainerHelpIcon").image = EditorStyles.iconHelp;
|
||||
|
||||
// Getting the scrollview where the converters should be added
|
||||
m_ScrollView = rootVisualElement.Q<ScrollView>("convertersScrollView");
|
||||
m_ScrollView.Clear();
|
||||
for (int i = 0; i < m_CoreConvertersList.Count; ++i)
|
||||
{
|
||||
// Making an item using the converterListAsset as a template.
|
||||
// Then adding the information needed for each converter
|
||||
VisualElement item = new VisualElement();
|
||||
converterListAsset.CloneTree(item);
|
||||
var conv = m_CoreConvertersList[i];
|
||||
item.SetEnabled(conv.isEnabled);
|
||||
item.Q<Label>("converterName").text = conv.name;
|
||||
item.Q<Label>("converterInfo").text = conv.info;
|
||||
|
||||
// setup the images
|
||||
item.Q<Image>("pendingImage").image = EditorStyles.iconPending;
|
||||
item.Q<Image>("pendingImage").tooltip = "Pending";
|
||||
var pendingLabel = item.Q<Label>("pendingLabel");
|
||||
item.Q<Image>("warningImage").image = EditorStyles.iconWarn;
|
||||
item.Q<Image>("warningImage").tooltip = "Warnings";
|
||||
var warningLabel = item.Q<Label>("warningLabel");
|
||||
item.Q<Image>("errorImage").image = EditorStyles.iconFail;
|
||||
item.Q<Image>("errorImage").tooltip = "Failed";
|
||||
var errorLabel = item.Q<Label>("errorLabel");
|
||||
item.Q<Image>("successImage").image = EditorStyles.iconSuccess;
|
||||
item.Q<Image>("successImage").tooltip = "Success";
|
||||
var successLabel = item.Q<Label>("successLabel");
|
||||
|
||||
var converterEnabledToggle = item.Q<Toggle>("converterEnabled");
|
||||
converterEnabledToggle.bindingPath =
|
||||
$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.isActive)}";
|
||||
pendingLabel.bindingPath =
|
||||
$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.pending)}";
|
||||
warningLabel.bindingPath =
|
||||
$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.warnings)}";
|
||||
errorLabel.bindingPath =
|
||||
$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.errors)}";
|
||||
successLabel.bindingPath =
|
||||
$"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.success)}";
|
||||
|
||||
VisualElement child = item;
|
||||
ListView listView = child.Q<ListView>("converterItems");
|
||||
|
||||
listView.showBoundCollectionSize = false;
|
||||
listView.bindingPath = $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.items)}";
|
||||
|
||||
int id = i;
|
||||
listView.makeItem = () =>
|
||||
{
|
||||
var convertItem = converterItem.CloneTree();
|
||||
// Adding the contextual menu for each item
|
||||
convertItem.AddManipulator(new ContextualMenuManipulator(evt => AddToContextMenu(evt, id)));
|
||||
return convertItem;
|
||||
};
|
||||
|
||||
listView.bindItem = (element, index) =>
|
||||
{
|
||||
m_SerializedObject.Update();
|
||||
var property = m_SerializedObject.FindProperty($"{listView.bindingPath}.Array.data[{index}]");
|
||||
|
||||
// ListView doesn't bind the child elements for us properly, so we do that for it
|
||||
// In the UXML our root is a BindableElement, as we can't bind otherwise.
|
||||
var bindable = (BindableElement)element;
|
||||
bindable.BindProperty(property);
|
||||
|
||||
// Adding index here to userData so it can be retrieved later
|
||||
element.userData = index;
|
||||
|
||||
var status = (Status)property.FindPropertyRelative("status").enumValueIndex;
|
||||
var info = property.FindPropertyRelative("message").stringValue;
|
||||
|
||||
// Update the amount of things to convert
|
||||
child.Q<Label>("converterStats").text = $"{m_ItemsToConvert[id].itemDescriptors.Count} items";
|
||||
|
||||
var convItemDesc = m_ItemsToConvert[id].itemDescriptors[index];
|
||||
|
||||
element.Q<Label>("converterItemName").text = convItemDesc.name;
|
||||
element.Q<Label>("converterItemPath").text = convItemDesc.info;
|
||||
|
||||
// Changing the icon here depending on the status.
|
||||
Texture2D icon = null;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case Status.Pending:
|
||||
icon = EditorStyles.iconPending;
|
||||
break;
|
||||
case Status.Error:
|
||||
icon = EditorStyles.iconFail;
|
||||
break;
|
||||
case Status.Warning:
|
||||
icon = EditorStyles.iconWarn;
|
||||
break;
|
||||
case Status.Success:
|
||||
icon = EditorStyles.iconSuccess;
|
||||
break;
|
||||
}
|
||||
|
||||
element.Q<Image>("converterItemStatusIcon").image = icon;
|
||||
element.Q<Image>("converterItemStatusIcon").tooltip = info;
|
||||
};
|
||||
listView.selectionChanged += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
|
||||
listView.unbindItem = (element, index) =>
|
||||
{
|
||||
var bindable = (BindableElement)element;
|
||||
bindable.Unbind();
|
||||
};
|
||||
|
||||
m_ScrollView.Add(item);
|
||||
}
|
||||
rootVisualElement.Bind(m_SerializedObject);
|
||||
var button = rootVisualElement.Q<Button>("convertButton");
|
||||
button.RegisterCallback<ClickEvent>(Convert);
|
||||
button.SetEnabled(convertButtonActive);
|
||||
|
||||
var initButton = rootVisualElement.Q<Button>("initializeButton");
|
||||
initButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
|
||||
}
|
||||
|
||||
void GetAndSetData(int i, Action onAllConvertersCompleted = null)
|
||||
{
|
||||
// This need to be in Init method
|
||||
// Need to get the assets that this converter is converting.
|
||||
// Need to return Name, Path, Initial info, Help link.
|
||||
// New empty list of ConverterItemInfos
|
||||
List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
|
||||
var initCtx = new InitializeConverterContext { items = converterItemInfos };
|
||||
|
||||
var conv = m_CoreConvertersList[i];
|
||||
|
||||
m_ConverterStates[i].isLoading = true;
|
||||
|
||||
// This should also go to the init method
|
||||
// This will fill out the converter item infos list
|
||||
int id = i;
|
||||
conv.OnInitialize(initCtx, OnConverterCompleteDataCollection);
|
||||
|
||||
void OnConverterCompleteDataCollection()
|
||||
{
|
||||
// Set the item infos list to to the right index
|
||||
m_ItemsToConvert[id] = new ConverterItems { itemDescriptors = converterItemInfos };
|
||||
m_ConverterStates[id].items = new List<ConverterItemState>(converterItemInfos.Count);
|
||||
|
||||
// Default all the entries to true
|
||||
for (var j = 0; j < converterItemInfos.Count; j++)
|
||||
{
|
||||
string message = string.Empty;
|
||||
Status status;
|
||||
bool active = true;
|
||||
// If this data hasn't been filled in from the init phase then we can assume that there are no issues / warnings
|
||||
if (string.IsNullOrEmpty(converterItemInfos[j].warningMessage))
|
||||
{
|
||||
status = Status.Pending;
|
||||
}
|
||||
else
|
||||
{
|
||||
status = Status.Warning;
|
||||
message = converterItemInfos[j].warningMessage;
|
||||
active = false;
|
||||
m_ConverterStates[id].warnings++;
|
||||
}
|
||||
|
||||
m_ConverterStates[id].items.Add(new ConverterItemState
|
||||
{
|
||||
isActive = active,
|
||||
message = message,
|
||||
status = status,
|
||||
hasConverted = false,
|
||||
});
|
||||
}
|
||||
|
||||
m_ConverterStates[id].isLoading = false;
|
||||
m_ConverterStates[id].isInitialized = true;
|
||||
|
||||
// Making sure that the pending amount is set to the amount of items needs converting
|
||||
m_ConverterStates[id].pending = m_ConverterStates[id].items.Count;
|
||||
|
||||
EditorUtility.SetDirty(this);
|
||||
m_SerializedObject.ApplyModifiedProperties();
|
||||
|
||||
CheckAllConvertersCompleted();
|
||||
convertButtonActive = true;
|
||||
// Make sure that the Convert Button is turned back on
|
||||
var button = rootVisualElement.Q<Button>("convertButton");
|
||||
button.SetEnabled(convertButtonActive);
|
||||
}
|
||||
|
||||
void CheckAllConvertersCompleted()
|
||||
{
|
||||
int convertersToInitialize = 0;
|
||||
int convertersInitialized = 0;
|
||||
|
||||
for (var j = 0; j < m_ConverterStates.Count; j++)
|
||||
{
|
||||
var converter = m_ConverterStates[j];
|
||||
|
||||
// Skip inactive converters
|
||||
if (!converter.isActiveAndEnabled)
|
||||
continue;
|
||||
|
||||
if (converter.isInitialized)
|
||||
convertersInitialized++;
|
||||
else
|
||||
convertersToInitialize++;
|
||||
}
|
||||
|
||||
var sum = convertersToInitialize + convertersInitialized;
|
||||
|
||||
Assert.IsFalse(sum == 0);
|
||||
|
||||
// Show our progress so far
|
||||
EditorUtility.ClearProgressBar();
|
||||
EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters ({convertersInitialized}/{sum})...", (float)convertersInitialized / sum);
|
||||
|
||||
// If all converters are initialized call the complete callback
|
||||
if (convertersToInitialize == 0)
|
||||
{
|
||||
onAllConvertersCompleted?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void InitializeAllActiveConverters(ClickEvent evt)
|
||||
{
|
||||
// If we use search index, go async
|
||||
if (ShouldCreateSearchIndex())
|
||||
{
|
||||
CreateSearchIndex(m_ConverterIndex);
|
||||
}
|
||||
// Otherwise do everything directly
|
||||
else
|
||||
{
|
||||
ConverterCollectData(() => { EditorUtility.ClearProgressBar(); });
|
||||
}
|
||||
|
||||
void CreateSearchIndex(string name)
|
||||
{
|
||||
// Create <guid>.index in the project
|
||||
var title = $"Building {name} search index";
|
||||
EditorUtility.DisplayProgressBar(title, "Creating search index...", -1f);
|
||||
|
||||
// Private implementation of a file naming function which puts the file at the selected path.
|
||||
Type assetdatabase = typeof(AssetDatabase);
|
||||
var indexPath = (string)assetdatabase.GetMethod("GetUniquePathNameAtSelectedPath", BindingFlags.NonPublic | BindingFlags.Static).Invoke(assetdatabase, new object[] { $"Assets/{name}.index" });
|
||||
|
||||
// Write search index manifest
|
||||
System.IO.File.WriteAllText(indexPath,
|
||||
@"{
|
||||
""roots"": [""Assets""],
|
||||
""includes"": [],
|
||||
""excludes"": [],
|
||||
""options"": {
|
||||
""types"": true,
|
||||
""properties"": true,
|
||||
""extended"": true,
|
||||
""dependencies"": true
|
||||
},
|
||||
""baseScore"": 9999
|
||||
}");
|
||||
|
||||
|
||||
|
||||
// Import the search index
|
||||
AssetDatabase.ImportAsset(indexPath, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.DontDownloadFromCacheServer);
|
||||
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
// Create dummy request to ensure indexing has finished
|
||||
var context = SearchService.CreateContext("asset", $"p: a=\"{name}\"");
|
||||
SearchService.Request(context, (_, items) =>
|
||||
{
|
||||
OnSearchIndexCreated(name, indexPath, () =>
|
||||
{
|
||||
DeleteSearchIndex(context, indexPath);
|
||||
});
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
void OnSearchIndexCreated(string name, string path, Action onComplete)
|
||||
{
|
||||
EditorUtility.ClearProgressBar();
|
||||
|
||||
ConverterCollectData(onComplete);
|
||||
}
|
||||
|
||||
void ConverterCollectData(Action onConverterDataCollectionComplete)
|
||||
{
|
||||
EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters...", -1f);
|
||||
|
||||
var convertersToInitialize = 0;
|
||||
for (var i = 0; i < m_ConverterStates.Count; ++i)
|
||||
{
|
||||
if (m_ConverterStates[i].isEnabled)
|
||||
{
|
||||
GetAndSetData(i, onConverterDataCollectionComplete);
|
||||
convertersToInitialize++;
|
||||
}
|
||||
}
|
||||
|
||||
// If we don't have any converters to initialize, call the complete callback directly.
|
||||
if (convertersToInitialize == 0)
|
||||
onConverterDataCollectionComplete?.Invoke();
|
||||
}
|
||||
|
||||
void DeleteSearchIndex(SearchContext context, string indexPath)
|
||||
{
|
||||
context?.Dispose();
|
||||
// Client code has finished with the created index. We can delete it.
|
||||
AssetDatabase.DeleteAsset(indexPath);
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
|
||||
bool ShouldCreateSearchIndex()
|
||||
{
|
||||
for (int i = 0; i < m_ConverterStates.Count; ++i)
|
||||
{
|
||||
if (m_ConverterStates[i].requiresInitialization)
|
||||
{
|
||||
var converter = m_CoreConvertersList[i];
|
||||
if (converter.needsIndexing)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AddToContextMenu(ContextualMenuPopulateEvent evt, int coreConverterIndex)
|
||||
{
|
||||
var ve = (VisualElement)evt.target;
|
||||
// Checking if this context menu should be enabled or not
|
||||
var isActive = m_ConverterStates[coreConverterIndex].items[(int)ve.userData].isActive &&
|
||||
!m_ConverterStates[coreConverterIndex].items[(int)ve.userData].hasConverted;
|
||||
|
||||
evt.menu.AppendAction("Run converter for this asset",
|
||||
e => { ConvertIndex(coreConverterIndex, (int)ve.userData); },
|
||||
isActive ? DropdownMenuAction.AlwaysEnabled : DropdownMenuAction.AlwaysDisabled);
|
||||
}
|
||||
|
||||
void Convert(ClickEvent evt)
|
||||
{
|
||||
var activeConverterStates = new List<ConverterState>();
|
||||
// Get the names of the converters
|
||||
// Get the amount of them
|
||||
// Make the string "name x/y"
|
||||
|
||||
// Getting all the active converters to use in the cancelable progressbar
|
||||
foreach (var state in m_ConverterStates)
|
||||
{
|
||||
if (state.isActive && state.isInitialized)
|
||||
activeConverterStates.Add(state);
|
||||
}
|
||||
|
||||
var converterCount = 0;
|
||||
var activeConvertersCount = activeConverterStates.Count;
|
||||
foreach (var activeConverterState in activeConverterStates)
|
||||
{
|
||||
if (activeConverterState.items.Count == 0)
|
||||
continue;
|
||||
var hasItemsToConvert = false;
|
||||
foreach (var item in activeConverterState.items)
|
||||
{
|
||||
if (item.isActive && !item.hasConverted)
|
||||
{
|
||||
hasItemsToConvert = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!hasItemsToConvert)
|
||||
continue;
|
||||
|
||||
var converterIndex = activeConverterState.index;
|
||||
m_CoreConvertersList[converterIndex].OnPreRun();
|
||||
|
||||
var converterName = m_CoreConvertersList[converterIndex].name;
|
||||
var progressTitle = $"{converterName} Converter : {converterCount++}/{activeConvertersCount}";
|
||||
BatchConvert(activeConverterState, progressTitle);
|
||||
|
||||
m_CoreConvertersList[converterIndex].OnPostRun();
|
||||
AssetDatabase.SaveAssets();
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
|
||||
void BatchConvert(ConverterState converterState, string progressBarTile)
|
||||
{
|
||||
var converterIndex = converterState.index;
|
||||
var itemsFound = converterState.items;
|
||||
var itemsToConvert = new List<ConverterItemInfo>(itemsFound.Count);
|
||||
for (var i = 0; i < itemsFound.Count; ++i)
|
||||
{
|
||||
if (itemsFound[i].isActive && !itemsFound[i].hasConverted)
|
||||
itemsToConvert.Add(new ConverterItemInfo()
|
||||
{
|
||||
index = i,
|
||||
descriptor = m_ItemsToConvert[converterIndex].itemDescriptors[i]
|
||||
});
|
||||
}
|
||||
|
||||
// Since this is a batched process, we don't have progress to show, so we stick it to 50%.
|
||||
EditorUtility.DisplayProgressBar(progressBarTile, $"Processing {itemsToConvert.Count} items.", 0.5f);
|
||||
|
||||
var ctx = new RunItemContext(itemsToConvert.ToArray());
|
||||
m_CoreConvertersList[converterIndex].OnRun(ref ctx);
|
||||
UpdateInfo(converterIndex, ctx);
|
||||
}
|
||||
|
||||
void ConvertIndex(int converterIndex, int index)
|
||||
{
|
||||
if (!m_ConverterStates[converterIndex].items[index].hasConverted)
|
||||
{
|
||||
m_ConverterStates[converterIndex].items[index].hasConverted = true;
|
||||
var item = new ConverterItemInfo()
|
||||
{
|
||||
index = index,
|
||||
descriptor = m_ItemsToConvert[converterIndex].itemDescriptors[index],
|
||||
};
|
||||
var ctx = new RunItemContext(new[] { item });
|
||||
m_CoreConvertersList[converterIndex].OnRun(ref ctx);
|
||||
UpdateInfo(converterIndex, ctx);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateInfo(int converterIndex, RunItemContext ctx)
|
||||
{
|
||||
// Reset converter stats, so that they don't contain old data from previous runs.
|
||||
m_ConverterStates[converterIndex].warnings = 0;
|
||||
m_ConverterStates[converterIndex].errors = 0;
|
||||
m_ConverterStates[converterIndex].success = 0;
|
||||
|
||||
var items = ctx.items;
|
||||
for (var i = 0; i < items.Length; ++i)
|
||||
{
|
||||
var itemIndex = items[i].index;
|
||||
if (ctx.didFail[i])
|
||||
{
|
||||
m_ConverterStates[converterIndex].items[itemIndex].message = ctx.info[i];
|
||||
m_ConverterStates[converterIndex].items[itemIndex].status = Status.Error;
|
||||
m_ConverterStates[converterIndex].errors++;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ConverterStates[converterIndex].items[itemIndex].status = Status.Success;
|
||||
m_ConverterStates[converterIndex].success++;
|
||||
m_ConverterStates[converterIndex].items[itemIndex].hasConverted = true;
|
||||
}
|
||||
|
||||
// If the item was converted, we deselect it in the conversion list.
|
||||
m_ConverterStates[converterIndex].items[itemIndex].isActive = false;
|
||||
}
|
||||
|
||||
if (m_ConverterStates[converterIndex].pending > 0)
|
||||
m_ConverterStates[converterIndex].pending--;
|
||||
|
||||
var child = m_ScrollView[converterIndex];
|
||||
child.Q<ListView>("converterItems").Rebuild();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 030df50ef7a3d40deaa58109d30100c4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_ViewDataDictionary: {instanceID: 0}
|
||||
- converterEditorAsset: {fileID: 9197481963319205126, guid: cd1eb3c3c695c494d855ea678fe7395b,
|
||||
type: 3}
|
||||
- converterListAsset: {fileID: 9197481963319205126, guid: aaa3e510761864dac9b71f85526490d6,
|
||||
type: 3}
|
||||
- converterItem: {fileID: 9197481963319205126, guid: d6de7697d63d64fabbfb31425d93541e,
|
||||
type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -0,0 +1,16 @@
|
||||
{
|
||||
"name": "Unity.AI.Navigation.Editor.ConversionSystem",
|
||||
"rootNamespace": "",
|
||||
"references": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
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||||
fileFormatVersion: 2
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||||
guid: c57630adab7a340ec94f10e4fcac12f1
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AssemblyDefinitionImporter:
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||||
externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,4 @@
|
||||
.convertersListView {
|
||||
--unity-item-height: 16;
|
||||
height: 120px;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 3eb99c80b411349188e1e5167887ac6c
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
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||||
disableValidation: 0
|
||||
@@ -0,0 +1,19 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<ui:VisualElement style="max-width: 620px; min-width: 620px; flex-grow: 1; padding-left: 19px; padding-right: 1px; padding-top: 15px;">
|
||||
<ui:VisualElement style="height: 25px; width: 604px; flex-shrink: 0; flex-direction: row;">
|
||||
<ui:Label name="conversionName" style="-unity-font-style: bold; font-size: 16px; width: 593px; padding-right: 16px; flex-grow: 1; flex-shrink: 1;" />
|
||||
<ui:Image name="converterContainerHelpIcon" />
|
||||
</ui:VisualElement>
|
||||
<ui:TextElement name="conversionInfo" style="height: 46px; width: 606px; flex-shrink: 0;" />
|
||||
<ui:HelpBox message-type="Warning" text="This process makes irreversible changes to the project. Back up your project before proceeding." />
|
||||
<ui:VisualElement style="flex-direction: row;">
|
||||
<ui:VisualElement style="flex-grow: 1;" />
|
||||
</ui:VisualElement>
|
||||
<ui:ScrollView scroll-deceleration-rate="0,135" elasticity="0,1" name="convertersScrollView" style="flex-grow: 1; flex-shrink: 1; max-width: none; width: 632px; padding-right: 0; padding-left: 4px;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-direction: row-reverse; flex-shrink: 0; padding-left: 15px; padding-right: 14px;">
|
||||
<ui:Button text=" Convert Assets" name="convertButton" style="flex-direction: column; margin-bottom: 15px;" />
|
||||
<ui:Label style="flex-grow: 1;" />
|
||||
<ui:Button text="Initialize Converters" name="initializeButton" tooltip="This will initialize all the converters that have been toggled on." style="flex-direction: column; margin-bottom: 15px;" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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||||
guid: cd1eb3c3c695c494d855ea678fe7395b
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||||
ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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||||
serializedVersion: 2
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
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||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 63cb84b97408b4d25a6925daccffcd22
|
||||
ScriptedImporter:
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||||
internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}
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||||
disableValidation: 0
|
||||
@@ -0,0 +1,24 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<ui:VisualElement name="converterTopVisualElement" style="flex-grow: 1; height: 250px; width: 606px; flex-shrink: 0; border-bottom-width: 2px; border-top-width: 2px; border-bottom-color: rgb(0, 0, 0); margin-bottom: 20px; padding-bottom: 0; margin-top: 20px; padding-right: 0; border-left-width: 2px; border-right-width: 2px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0);">
|
||||
<ui:VisualElement style="width: 613px; flex-direction: row; flex-grow: 0; margin-left: 0; margin-right: 0; margin-top: 0; margin-bottom: 0; flex-shrink: 0; padding-bottom: 4px; padding-left: 2px; border-top-width: 0; border-top-color: rgb(0, 0, 0); padding-top: 11px;">
|
||||
<ui:Toggle name="converterEnabled" value="false" tooltip="Enabling this will start the pre-processing of this converter." style="flex-grow: 0; height: 24px; margin-top: 0; margin-bottom: 0;" />
|
||||
<ui:Label name="converterName" text="Name Of The Converter" style="width: 143px; -unity-text-align: middle-left; flex-grow: 1; flex-direction: column; max-height: 20%; height: 20px; min-height: 20px; padding-top: 3px; -unity-font-style: bold; padding-left: 4px;" />
|
||||
<ui:Label name="converterStats" style="flex-grow: 0; -unity-text-align: middle-right; -unity-font-style: bold; padding-right: 20px;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="width: 596px; flex-direction: row; flex-grow: 0; flex-shrink: 1; padding-right: 0; padding-left: 2px; padding-bottom: 4px; overflow: hidden;">
|
||||
<ui:Label text="info" name="converterInfo" style="-unity-text-align: middle-left; flex-grow: 1; flex-wrap: nowrap; overflow: visible; white-space: normal; padding-top: 0;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement style="flex-direction: row; height: 19px; flex-grow: 0; margin-top: 0; margin-bottom: 0; padding-right: 14px; width: 608px; flex-shrink: 1;">
|
||||
<ui:Label text=" " style="flex-grow: 1;" />
|
||||
<ui:Image name="pendingImage" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px;" />
|
||||
<ui:Label name="pendingLabel" />
|
||||
<ui:Image name="warningImage" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px;" />
|
||||
<ui:Label name="warningLabel" />
|
||||
<ui:Image name="errorImage" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px;" />
|
||||
<ui:Label name="errorLabel" />
|
||||
<ui:Image name="successImage" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px;" />
|
||||
<ui:Label name="successLabel" style="flex-grow: 0; flex-shrink: 0;" />
|
||||
</ui:VisualElement>
|
||||
<ui:ListView focusable="true" name="converterItems" show-alternating-row-backgrounds="All" text="Info" style="flex-grow: 1; flex-shrink: 0; height: 100px; width: 602px; padding-bottom: 0; margin-bottom: 0; margin-top: 0;" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aaa3e510761864dac9b71f85526490d6
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
|
||||
@@ -0,0 +1,11 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<ui:BindableElement style="flex-grow: 1; flex-direction: row; align-items: center; flex-shrink: 0; padding-right: 20px;">
|
||||
<ui:Toggle value="true" name="converterItemActive" binding-path="isActive" />
|
||||
<ui:Label name="converterItemName" text="name" style="flex-grow: 0; width: 200px; overflow: hidden; padding-left: 4px;" />
|
||||
<ui:Label name="converterItemInfo" style="visibility: hidden;" />
|
||||
<ui:Label name="converterItemPath" text="path..." style="flex-grow: 0; flex-wrap: nowrap; white-space: nowrap; width: 300px; overflow: hidden; padding-left: 21px;" />
|
||||
<ui:Label display-tooltip-when-elided="true" style="flex-grow: 1;" />
|
||||
<ui:Image name="converterItemStatusIcon" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px; justify-content: center; flex-grow: 0; width: 16px; height: 16px;" />
|
||||
<ui:Image name="converterItemHelpIcon" style="max-width: 16px; max-height: 16px; min-width: 16px; min-height: 16px; justify-content: center; flex-grow: 0;" />
|
||||
</ui:BindableElement>
|
||||
</ui:UXML>
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6de7697d63d64fabbfb31425d93541e
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
|
||||
Reference in New Issue
Block a user