mirror of
https://github.com/xiaopeng12138/MaiDXR.git
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149 lines
5.3 KiB
C#
149 lines
5.3 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine.Serialization;
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/// <summary>
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/// Represents a prefab that overrides the <see cref="OVRSceneManager.PlanePrefab"/> or
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/// <see cref="OVRSceneManager.VolumePrefab"/> based on a semantic <see cref="OVRSceneManager.Classification"/>.
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/// </summary>
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[System.Serializable]
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public class OVRScenePrefabOverride : ISerializationCallbackReceiver
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{
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/// <summary>
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/// The prefab to instantiate instead of the default one specified in the <see cref="OVRSceneManager"/>.
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/// </summary>
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[FormerlySerializedAs("prefab")]
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public OVRSceneAnchor Prefab;
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/// <summary>
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/// The classification label that must be associated with a scene entity in order to instantiate <see cref="Prefab"/>.
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/// </summary>
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[FormerlySerializedAs("classificationLabel")]
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public string ClassificationLabel = "";
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// We use a custom property drawer to allow the user to select a label among a set of options.
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// Because the prefabOverrides is an array, and we want each entry to have their own
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// classification, we need to store an index. That cannot be stored in the custom property drawer
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// as it would be shared among all entries. We store it here instead. However, to ensure that
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// this value does not break over time, we update it after de-serialization based on the
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// classification label and the available classification options.
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[FormerlySerializedAs("editorClassificationIndex")]
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[SerializeField]
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private int _editorClassificationIndex;
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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if (ClassificationLabel != "")
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{
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int IndexOf(string label, IEnumerable<string> collection)
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{
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var index = 0;
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foreach (var item in collection)
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{
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if (item == label)
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{
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return index;
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}
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index++;
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}
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return -1;
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}
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// We do this ever time we deserialize in case the classification options have been updated
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// This ensures that the label displayed
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_editorClassificationIndex = IndexOf(ClassificationLabel, OVRSceneManager.Classification.List);
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if (_editorClassificationIndex < 0)
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{
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Debug.LogError($"[{nameof(OVRScenePrefabOverride)}] OnAfterDeserialize() " + ClassificationLabel +
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" not found. The Classification list in OVRSceneManager has likely changed");
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}
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}
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else
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{
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// No classification was selected, so we can just assign a default
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// This typically happens this object was just created
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_editorClassificationIndex = 0;
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}
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}
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}
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof(OVRScenePrefabOverride))]
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internal class OVRSceneManagerEditor : PropertyDrawer
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{
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private static readonly string[] ClassificationList = OVRSceneManager.Classification.List.ToArray();
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return base.GetPropertyHeight(property, label) * 2.2f;
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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SerializedProperty labelProperty = property.FindPropertyRelative(nameof(OVRScenePrefabOverride.ClassificationLabel));
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SerializedProperty editorClassificationIndex = property.FindPropertyRelative("_editorClassificationIndex");
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SerializedProperty prefab = property.FindPropertyRelative(nameof(OVRScenePrefabOverride.Prefab));
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EditorGUI.BeginProperty(position, label, property);
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float y = position.y;
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float h = position.height / 2;
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Rect rect = new Rect(position.x, y, position.width, h);
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if (editorClassificationIndex.intValue == -1)
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{
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var list = new List<string>
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{
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labelProperty.stringValue + " (invalid)"
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};
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list.AddRange(OVRSceneManager.Classification.List);
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editorClassificationIndex.intValue = EditorGUI.Popup(rect, 0, list.ToArray())-1;
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}
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else
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{
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editorClassificationIndex.intValue = EditorGUI.Popup(
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rect,
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editorClassificationIndex.intValue,
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ClassificationList);
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}
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if (editorClassificationIndex.intValue >= 0 &&
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editorClassificationIndex.intValue < ClassificationList.Length)
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{
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labelProperty.stringValue = OVRSceneManager.Classification.List[editorClassificationIndex.intValue];
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}
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EditorGUI.ObjectField(new Rect(position.x, y + EditorGUI.GetPropertyHeight(labelProperty), position.width, h), prefab);
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EditorGUI.EndProperty();
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}
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}
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#endif
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