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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using UnityEditor.SceneManagement;
- using UnityEngine;
- using UnityEditor.Search;
- using UnityEditor.UIElements;
- using UnityEngine.UIElements;
- using UnityEngine.Assertions;
- using UnityEngine.Rendering;
- using UnityEngine.SceneManagement;
-
-
- namespace UnityEditor.Rendering.Universal
- {
- // Status for each row item to say in which state they are in.
- // This will make sure they are showing the correct icon
- [Serializable]
- enum Status
- {
- Pending,
- Warning,
- Error,
- Success
- }
-
- // This is the serialized class that stores the state of each item in the list of items to convert
- [Serializable]
- class ConverterItemState
- {
- public bool isActive;
-
- // Message that will be displayed on the icon if warning or failed.
- public string message;
-
- // Status of the converted item, Pending, Warning, Error or Success
- public Status status;
-
- internal bool hasConverted = false;
- }
-
- // Each converter uses the active bool
- // Each converter has a list of active items/assets
- // We do this so that we can use the binding system of the UI Elements
- [Serializable]
- class ConverterState
- {
- // This is the enabled state of the whole converter
- public bool isEnabled;
- public bool isActive;
- public bool isLoading; // to name
- public bool isInitialized;
- public List<ConverterItemState> items = new List<ConverterItemState>();
-
- public int pending;
- public int warnings;
- public int errors;
- public int success;
- internal int index;
-
- public bool isActiveAndEnabled => isEnabled && isActive;
- public bool requiresInitialization => !isInitialized && isActiveAndEnabled;
- }
-
- [Serializable]
- internal struct ConverterItems
- {
- public List<ConverterItemDescriptor> itemDescriptors;
- }
-
- [Serializable]
- [EditorWindowTitle(title = "Render Pipeline Converters")]
- internal class RenderPipelineConvertersEditor : EditorWindow
- {
- Tuple<string, Texture2D> converterStateInfoDisabled;
- Tuple<string, Texture2D> converterStateInfoPendingInitialization;
- Tuple<string, Texture2D> converterStateInfoPendingConversion;
- Tuple<string, Texture2D> converterStateInfoPendingConversionWarning;
- Tuple<string, Texture2D> converterStateInfoCompleteErrors;
- Tuple<string, Texture2D> converterStateInfoComplete;
-
- public VisualTreeAsset converterEditorAsset;
- public VisualTreeAsset converterItem;
- public VisualTreeAsset converterWidgetMainAsset;
-
- ScrollView m_ScrollView;
- VisualElement m_ConverterSelectedVE;
- Button m_ConvertButton;
- Button m_InitButton;
- Button m_InitAnConvertButton;
- Button m_ContainerHelpButton;
-
- bool m_InitAndConvert;
-
- List<RenderPipelineConverter> m_CoreConvertersList = new List<RenderPipelineConverter>();
- List<VisualElement> m_VEList = new List<VisualElement>();
-
- // This list needs to be as long as the amount of converters
- List<ConverterItems> m_ItemsToConvert = new List<ConverterItems>();
- //List<List<ConverterItemDescriptor>> m_ItemsToConvert = new List<List<ConverterItemDescriptor>>();
- SerializedObject m_SerializedObject;
-
- List<string> m_ContainerChoices = new List<string>();
- List<RenderPipelineConverterContainer> m_Containers = new List<RenderPipelineConverterContainer>();
- int m_ContainerChoiceIndex = 0;
- int m_WorkerCount;
-
- // This is a list of Converter States which holds a list of which converter items/assets are active
- // There is one for each Converter.
- [SerializeField] List<ConverterState> m_ConverterStates = new List<ConverterState>();
-
- TypeCache.TypeCollection m_ConverterContainers;
-
- RenderPipelineConverterContainer currentContainer => m_Containers[m_ContainerChoiceIndex];
-
- // Name of the index file
- string m_URPConverterIndex = "URPConverterIndex";
-
- [MenuItem("Window/Rendering/Render Pipeline Converter", false, 50)]
- public static void ShowWindow()
- {
- RenderPipelineConvertersEditor wnd = GetWindow<RenderPipelineConvertersEditor>();
- wnd.titleContent = new GUIContent("Render Pipeline Converter");
- DontSaveToLayout(wnd);
- wnd.minSize = new Vector2(650f, 400f);
- wnd.Show();
- }
-
- internal static void DontSaveToLayout(EditorWindow wnd)
- {
- // Making sure that the window is not saved in layouts.
- Assembly assembly = typeof(EditorWindow).Assembly;
- var editorWindowType = typeof(EditorWindow);
- 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);
- // window should not be saved to layout
- var containerWindowProperty =
- hostViewType.GetProperty("window", BindingFlags.Instance | BindingFlags.Public);
- var parentContainerWindowValue = containerWindowProperty.GetValue(parentViewValue);
- var dontSaveToLayoutField =
- containerWindowType.GetField("m_DontSaveToLayout", BindingFlags.Instance | BindingFlags.NonPublic);
- dontSaveToLayoutField.SetValue(parentContainerWindowValue, true);
- }
-
- void OnEnable()
- {
- InitIfNeeded();
- }
-
- void InitIfNeeded()
- {
- if (m_CoreConvertersList.Any())
- return;
- m_CoreConvertersList = new List<RenderPipelineConverter>();
-
- // This is the drop down choices.
- m_ConverterContainers = TypeCache.GetTypesDerivedFrom<RenderPipelineConverterContainer>();
-
- foreach (var containerType in m_ConverterContainers)
- {
- var container = (RenderPipelineConverterContainer)Activator.CreateInstance(containerType);
- m_Containers.Add(container);
- }
-
- // this need to be sorted by Priority property
- m_Containers = m_Containers
- .OrderBy(o => o.priority).ToList();
-
- foreach (var container in m_Containers)
- {
- m_ContainerChoices.Add(container.name);
- }
-
- if (m_ConverterContainers.Any())
- {
- GetConverters();
- }
- else
- {
- ClearConverterStates();
- }
- }
-
- void ClearConverterStates()
- {
- m_CoreConvertersList.Clear();
- m_ConverterStates.Clear();
- m_ItemsToConvert.Clear();
- m_VEList.Clear();
- }
-
- void GetConverters()
- {
- ClearConverterStates();
- var converterList = TypeCache.GetTypesDerivedFrom<RenderPipelineConverter>();
-
- for (int i = 0; i < converterList.Count; ++i)
- {
- // Iterate over the converters that are used by the current container
- RenderPipelineConverter conv = (RenderPipelineConverter)Activator.CreateInstance(converterList[i]);
- m_CoreConvertersList.Add(conv);
- }
-
- // this need to be sorted by Priority property
- m_CoreConvertersList = m_CoreConvertersList
- .OrderBy(o => o.priority).ToList();
-
- for (int 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 = false,
- 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
- List<ConverterItemDescriptor> converterItemInfos = new List<ConverterItemDescriptor>();
- m_ItemsToConvert.Add(new ConverterItems { itemDescriptors = converterItemInfos });
- }
- }
-
- public void CreateGUI()
- {
- converterStateInfoDisabled = new("Converter Disabled", null);
- converterStateInfoPendingInitialization = new("Pending Initialization", CoreEditorStyles.iconPending);
- converterStateInfoPendingConversion = new("Pending Conversion", CoreEditorStyles.iconPending);
- converterStateInfoPendingConversionWarning = new("Pending Conversion with Warnings", CoreEditorStyles.iconWarn);
- converterStateInfoCompleteErrors = new("Conversion Complete with Errors", CoreEditorStyles.iconFail);
- converterStateInfoComplete = new("Conversion Complete", CoreEditorStyles.iconComplete);
-
- string theme = EditorGUIUtility.isProSkin ? "dark" : "light";
- InitIfNeeded();
-
- if (m_ConverterContainers.Any())
- {
- m_SerializedObject = new SerializedObject(this);
- converterEditorAsset.CloneTree(rootVisualElement);
-
- rootVisualElement.Q<DropdownField>("conversionsDropDown").choices = m_ContainerChoices;
- rootVisualElement.Q<DropdownField>("conversionsDropDown").index = m_ContainerChoiceIndex;
-
- // Getting the scrollview where the converters should be added
- m_ScrollView = rootVisualElement.Q<ScrollView>("convertersScrollView");
-
- m_ConvertButton = rootVisualElement.Q<Button>("convertButton");
- m_ConvertButton.RegisterCallback<ClickEvent>(Convert);
-
- m_InitButton = rootVisualElement.Q<Button>("initializeButton");
- m_InitButton.RegisterCallback<ClickEvent>(InitializeAllActiveConverters);
-
- m_InitAnConvertButton = rootVisualElement.Q<Button>("initializeAndConvert");
- m_InitAnConvertButton.RegisterCallback<ClickEvent>(InitializeAndConvert);
-
- m_ContainerHelpButton = rootVisualElement.Q<Button>("containerHelpButton");
- m_ContainerHelpButton.RegisterCallback<ClickEvent>(GotoHelpURL);
- m_ContainerHelpButton.Q<Image>("containerHelpImage").image = CoreEditorStyles.iconHelp;
- m_ContainerHelpButton.RemoveFromClassList("unity-button");
- m_ContainerHelpButton.AddToClassList(theme);
-
- RecreateUI();
- }
- }
-
- void GotoHelpURL(ClickEvent evt)
- {
- if (DocumentationUtils.TryGetHelpURL(currentContainer.GetType(), out var url))
- {
- Help.BrowseURL(url);
- }
- }
-
- void InitOrConvert()
- {
- bool allSelectedHasInitialized = true;
- // Check if all ticked ones have been initialized.
- // If not then Init Button should be active
- // Get all active converters
-
- if (m_ConverterStates.Any())
- {
- foreach (ConverterState state in m_ConverterStates)
- {
- if (state.isActiveAndEnabled && !state.isInitialized)
- {
- allSelectedHasInitialized = false;
- break;
- }
- }
- }
- else
- {
- // If no converters is active.
- // we should make the text somewhat disabled
- allSelectedHasInitialized = false;
- }
-
- if (allSelectedHasInitialized)
- {
- m_ConvertButton.style.display = DisplayStyle.Flex;
- m_InitButton.style.display = DisplayStyle.None;
- }
- else
- {
- m_ConvertButton.style.display = DisplayStyle.None;
- m_InitButton.style.display = DisplayStyle.Flex;
- }
- }
-
- void UpdateSelectedConverterItems(int index, VisualElement element)
- {
- int count = 0;
- foreach (ConverterItemState state in m_ConverterStates[index].items)
- {
- if (state.isActive)
- {
- count++;
- }
- }
-
- element.Q<Label>("converterStats").text = $"{count}/{m_ItemsToConvert[index].itemDescriptors.Count} selected";
- }
-
- void ShowConverterLayout(VisualElement element)
- {
- m_ConverterSelectedVE = element;
- rootVisualElement.Q<VisualElement>("converterEditorMainVE").style.display = DisplayStyle.None;
- rootVisualElement.Q<VisualElement>("singleConverterVE").style.display = DisplayStyle.Flex;
- rootVisualElement.Q<VisualElement>("singleConverterVE").Add(element);
- element.Q<VisualElement>("converterItems").style.display = DisplayStyle.Flex;
- element.Q<VisualElement>("informationVE").style.display = DisplayStyle.Flex;
-
- rootVisualElement.Q<Button>("backButton").RegisterCallback<ClickEvent>(BackToConverters);
- }
-
- void HideConverterLayout(VisualElement element)
- {
- rootVisualElement.Q<VisualElement>("converterEditorMainVE").style.display = DisplayStyle.Flex;
- rootVisualElement.Q<VisualElement>("singleConverterVE").style.display = DisplayStyle.None;
- rootVisualElement.Q<VisualElement>("singleConverterVE").Remove(element);
-
- element.Q<VisualElement>("converterItems").style.display = DisplayStyle.None;
- element.Q<VisualElement>("informationVE").style.display = DisplayStyle.None;
-
- RecreateUI();
- m_ConverterSelectedVE = null;
- }
- void ToggleAllNone(ClickEvent evt, int index, bool value, VisualElement item)
- {
- void ToggleSelection(Label labelSelected, Label labelNotSelected)
- {
- labelSelected.AddToClassList("selected");
- labelSelected.RemoveFromClassList("not_selected");
-
- labelNotSelected.AddToClassList("not_selected");
- labelNotSelected.RemoveFromClassList("selected");
- }
-
- var conv = m_ConverterStates[index];
- if (conv.items.Count > 0)
- {
- foreach (var convItem in conv.items)
- {
- convItem.isActive = value;
- }
- UpdateSelectedConverterItems(index, item);
-
- var allLabel = item.Q<Label>("all");
- var noneLabel = item.Q<Label>("none");
-
- // Changing the look of the labels
- if (value)
- {
- ToggleSelection(allLabel, noneLabel);
- }
- else
- {
- ToggleSelection(noneLabel, allLabel);
- }
- }
- }
-
- void ConverterStatusInfo(int index, VisualElement item)
- {
- Tuple<string, Texture2D> info = converterStateInfoDisabled;;
- // Check if it is active
- if (m_ConverterStates[index].isActive)
- {
- info = converterStateInfoPendingInitialization;
- }
- if (m_ConverterStates[index].isInitialized)
- {
- info = converterStateInfoPendingConversion;
- }
- if (m_ConverterStates[index].warnings > 0)
- {
- info = converterStateInfoPendingConversionWarning;
- }
- if (m_ConverterStates[index].errors > 0)
- {
- info = converterStateInfoCompleteErrors;
- }
- if (m_ConverterStates[index].errors == 0 && m_ConverterStates[index].warnings == 0 && m_ConverterStates[index].success > 0)
- {
- info = converterStateInfoComplete;
- }
- if (!m_ConverterStates[index].isActive)
- {
- info = converterStateInfoDisabled;
- }
- item.Q<Label>("converterStateInfoL").text = info.Item1;
- item.Q<Image>("converterStateInfoIcon").image = info.Item2;
- }
-
- void BackToConverters(ClickEvent evt)
- {
- HideConverterLayout(m_ConverterSelectedVE);
- }
-
- void RecreateUI()
- {
- m_SerializedObject.Update();
- // This is temp now to get the information filled in
- rootVisualElement.Q<DropdownField>("conversionsDropDown").RegisterCallback<ChangeEvent<string>>((evt) =>
- {
- m_ContainerChoiceIndex = rootVisualElement.Q<DropdownField>("conversionsDropDown").index;
- rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
- HideUnhideConverters();
- });
-
- rootVisualElement.Q<TextElement>("conversionInfo").text = currentContainer.info;
- 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();
- converterWidgetMainAsset.CloneTree(item);
- // Adding the VE so that we can hide it and unhide it when needed
- m_VEList.Add(item);
-
- RenderPipelineConverter conv = m_CoreConvertersList[i];
- item.name = $"{conv.name}#{conv.container.AssemblyQualifiedName}";
- item.SetEnabled(conv.isEnabled);
- item.Q<Label>("converterName").text = conv.name;
- item.Q<Label>("converterInfo").text = conv.info;
-
- int id = i;
- var converterEnabledToggle = item.Q<Toggle>("converterEnabled");
- converterEnabledToggle.RegisterCallback<ClickEvent>((evt) =>
- {
- ConverterStatusInfo(id, item);
- InitOrConvert();
- // This toggle needs to stop propagation since it is inside another clickable element
- evt.StopPropagation();
- });
- var topElement = item.Q<VisualElement>("converterTopVisualElement");
- topElement.RegisterCallback<ClickEvent>((evt) =>
- {
- ShowConverterLayout(item);
- item.Q<VisualElement>("allNoneVE").style.display = DisplayStyle.Flex;
- item.Q<Label>("all").RegisterCallback<ClickEvent>(evt =>
- {
- ToggleAllNone(evt, id, true, item);
- });
- item.Q<Label>("none").RegisterCallback<ClickEvent>(evt =>
- {
- ToggleAllNone(evt, id, false, item);
- });
- });
-
- // setup the images
- item.Q<Image>("pendingImage").image = CoreEditorStyles.iconPending;
- item.Q<Image>("pendingImage").tooltip = "Pending";
- var pendingLabel = item.Q<Label>("pendingLabel");
- item.Q<Image>("warningImage").image = CoreEditorStyles.iconWarn;
- item.Q<Image>("warningImage").tooltip = "Warnings";
- var warningLabel = item.Q<Label>("warningLabel");
- item.Q<Image>("errorImage").image = CoreEditorStyles.iconFail;
- item.Q<Image>("errorImage").tooltip = "Failed";
- var errorLabel = item.Q<Label>("errorLabel");
- item.Q<Image>("successImage").image = CoreEditorStyles.iconComplete;
- item.Q<Image>("successImage").tooltip = "Success";
- var successLabel = item.Q<Label>("successLabel");
-
- 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)}";
-
- ConverterStatusInfo(id, item);
-
- VisualElement child = item;
- ListView listView = child.Q<ListView>("converterItems");
-
- listView.showBoundCollectionSize = false;
- listView.bindingPath = $"{nameof(m_ConverterStates)}.Array.data[{i}].{nameof(ConverterState.items)}";
-
- // Update the amount of things to convert
- UpdateSelectedConverterItems(id, child);
-
- listView.makeItem = () =>
- {
- var convertItem = converterItem.CloneTree();
- // Adding the contextual menu for each item
- convertItem.AddManipulator(new ContextualMenuManipulator(evt => AddToContextMenu(evt, id)));
- return convertItem;
- };
-
- listView.bindItem = (element, index) =>
- {
- m_SerializedObject.Update();
- var property = m_SerializedObject.FindProperty($"{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;
-
- Status status = (Status) property.FindPropertyRelative("status").enumValueIndex;
- string info = property.FindPropertyRelative("message").stringValue;
-
- element.Q<Toggle>("converterItemActive").RegisterCallback<ClickEvent>((evt) =>
- {
- UpdateSelectedConverterItems(id, child);
- DeselectAllNoneLabels(item);
- });
-
- ConverterItemDescriptor convItemDesc = m_ItemsToConvert[id].itemDescriptors[index];
-
- element.Q<Label>("converterItemName").text = convItemDesc.name;
- element.Q<Label>("converterItemPath").text = convItemDesc.info;
-
- if (!string.IsNullOrEmpty(convItemDesc.helpLink))
- {
- element.Q<Image>("converterItemHelpIcon").image = CoreEditorStyles.iconHelp;
- element.Q<Image>("converterItemHelpIcon").tooltip = convItemDesc.helpLink;
- }
-
- // Changing the icon here depending on the status.
- Texture2D icon = null;
-
- switch (status)
- {
- case Status.Pending:
- icon = CoreEditorStyles.iconPending;
- break;
- case Status.Error:
- icon = CoreEditorStyles.iconFail;
- break;
- case Status.Warning:
- icon = CoreEditorStyles.iconWarn;
- break;
- case Status.Success:
- icon = CoreEditorStyles.iconComplete;
- break;
- }
-
- element.Q<Image>("converterItemStatusIcon").image = icon;
- element.Q<Image>("converterItemStatusIcon").tooltip = info;
- };
- #if UNITY_2022_2_OR_NEWER
- listView.selectionChanged += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
- #else
- listView.onSelectionChange += obj => { m_CoreConvertersList[id].OnClicked(listView.selectedIndex); };
- #endif
- listView.unbindItem = (element, index) =>
- {
- var bindable = (BindableElement)element;
- bindable.Unbind();
- };
-
- m_ScrollView.Add(item);
- }
-
- InitOrConvert();
- HideUnhideConverters();
- rootVisualElement.Bind(m_SerializedObject);
- }
-
- private void HideUnhideConverters()
- {
- var type = currentContainer.GetType();
- if (DocumentationUtils.TryGetHelpURL(type, out var url))
- {
- m_ContainerHelpButton.style.display = DisplayStyle.Flex;
- }
- else
- {
- m_ContainerHelpButton.style.display = DisplayStyle.None;
- }
-
- foreach (VisualElement childElement in m_ScrollView.Q<VisualElement>().Children())
- {
- var container = Type.GetType(childElement.name.Split('#').Last());
- if (container == type)
- {
- childElement.style.display = DisplayStyle.Flex;
- }
- else
- {
- childElement.style.display = DisplayStyle.None;
- }
- }
- }
-
- void DeselectAllNoneLabels(VisualElement item)
- {
- item.Q<Label>("all").AddToClassList("not_selected");
- item.Q<Label>("all").RemoveFromClassList("selected");
-
- item.Q<Label>("none").AddToClassList("not_selected");
- item.Q<Label>("none").RemoveFromClassList("selected");
- }
-
- 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();
- InitOrConvert();
- }
-
- 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 InitializeAndConvert(ClickEvent evt)
- {
- m_InitAndConvert = ShouldCreateSearchIndex();
-
- InitializeAllActiveConverters(evt);
- if (!m_InitAndConvert)
- {
- Convert(evt);
- }
- }
-
- void InitializeAllActiveConverters(ClickEvent evt)
- {
- if (!SaveCurrentSceneAndContinue()) return;
-
- // If we use search index, go async
- if (ShouldCreateSearchIndex())
- {
- // Save the current worker count. So it can be reset after the index file has been created.
- m_WorkerCount = AssetDatabase.DesiredWorkerCount;
- AssetDatabase.ForceToDesiredWorkerCount();
-
- AssetDatabase.DesiredWorkerCount = System.Convert.ToInt32(Math.Ceiling(Environment.ProcessorCount * 0.8));
- CreateSearchIndex(m_URPConverterIndex);
- }
- // Otherwise do everything directly
- else
- {
- ConverterCollectData(() => { EditorUtility.ClearProgressBar(); });
- }
-
- void CreateSearchIndex(string name)
- {
- // Create <guid>.index in the project
- var title = $"Building {name} search index";
- EditorUtility.DisplayProgressBar(title, "Creating search index...", -1f);
-
- Search.SearchService.CreateIndex(name, IndexingOptions.Temporary | IndexingOptions.Extended,
- new[] { "Assets" },
- new[] { ".prefab", ".unity", ".asset" },
- null, OnSearchIndexCreated);
- }
-
- void OnSearchIndexCreated(string name, string path, Action onComplete)
- {
- EditorUtility.ClearProgressBar();
- ConverterCollectData(() =>
- {
- if (m_InitAndConvert)
- {
- Convert(null);
- m_InitAndConvert = false;
- }
- EditorUtility.ClearProgressBar();
- AssetDatabase.DesiredWorkerCount = m_WorkerCount;
- AssetDatabase.ForceToDesiredWorkerCount();
-
- RecreateUI();
- onComplete();
- });
- }
-
- void ConverterCollectData(Action onConverterDataCollectionComplete)
- {
- EditorUtility.DisplayProgressBar($"Initializing converters", $"Initializing converters...", -1f);
-
- int convertersToConvert = 0;
- for (int i = 0; i < m_ConverterStates.Count; ++i)
- {
- if (m_ConverterStates[i].requiresInitialization)
- {
- convertersToConvert++;
- GetAndSetData(i, onConverterDataCollectionComplete);
- }
- }
-
- // If we did not kick off any converter initialization
- // We can complete everything immediately
- if (convertersToConvert == 0)
- {
- onConverterDataCollectionComplete?.Invoke();
- }
- }
-
- RecreateUI();
- }
-
- private bool SaveCurrentSceneAndContinue()
- {
- Scene currentScene = SceneManager.GetActiveScene();
- if (currentScene.isDirty)
- {
- if (EditorUtility.DisplayDialog("Scene is not saved.",
- "Current scene is not saved. Please save the scene before continuing.", "Save and Continue",
- "Cancel"))
- {
- EditorSceneManager.SaveScene(currentScene);
- }
- else
- {
- return false;
- }
- }
-
- return true;
- }
-
- 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);
- // Refreshing the list to show the new state
- m_ConverterSelectedVE.Q<ListView>("converterItems").Rebuild();
- },
- isActive ? DropdownMenuAction.AlwaysEnabled : DropdownMenuAction.AlwaysDisabled);
- }
-
- void UpdateInfo(int stateIndex, RunItemContext ctx)
- {
- if (ctx.didFail)
- {
- m_ConverterStates[stateIndex].items[ctx.item.index].message = ctx.info;
- m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Error;
- m_ConverterStates[stateIndex].errors++;
- }
- else
- {
- m_ConverterStates[stateIndex].items[ctx.item.index].status = Status.Success;
- m_ConverterStates[stateIndex].success++;
- }
-
- m_ConverterStates[stateIndex].pending--;
-
- // Making sure that this is set here so that if user is clicking Convert again it will not run again.
- ctx.hasConverted = true;
-
- VisualElement child = m_ScrollView[stateIndex];
- child.Q<ListView>("converterItems").Rebuild();
- }
-
- void Convert(ClickEvent evt)
- {
- // Ask to save save the current open scene and after the conversion is done reload the same scene.
- if (!SaveCurrentSceneAndContinue()) return;
- string currentScenePath = SceneManager.GetActiveScene().path;
-
- List<ConverterState> activeConverterStates = new List<ConverterState>();
-
- // Getting all the active converters to use in the cancelable progressbar
- foreach (ConverterState state in m_ConverterStates)
- {
- if (state.isActive && state.isInitialized)
- {
- activeConverterStates.Add(state);
- }
- }
-
- int currentCount = 0;
- int activeConvertersCount = activeConverterStates.Count;
- foreach (ConverterState activeConverterState in activeConverterStates)
- {
- currentCount++;
- var index = activeConverterState.index;
- m_CoreConvertersList[index].OnPreRun();
- var converterName = m_CoreConvertersList[index].name;
- var itemCount = m_ItemsToConvert[index].itemDescriptors.Count;
- string progressTitle = $"{converterName} Converter : {currentCount}/{activeConvertersCount}";
- for (var j = 0; j < itemCount; j++)
- {
- if (activeConverterState.items[j].isActive)
- {
- if (EditorUtility.DisplayCancelableProgressBar(progressTitle,
- string.Format("({0} of {1}) {2}", j, itemCount, m_ItemsToConvert[index].itemDescriptors[j].info),
- (float)j / (float)itemCount))
- break;
- ConvertIndex(index, j);
- }
- }
- m_CoreConvertersList[index].OnPostRun();
- AssetDatabase.SaveAssets();
- EditorUtility.ClearProgressBar();
- }
-
- // Checking if we have changed current scene. If we have we reload the old scene we started from
- if (!string.IsNullOrEmpty(currentScenePath) && currentScenePath != SceneManager.GetActiveScene().path)
- {
- EditorSceneManager.OpenScene(currentScenePath);
- }
-
- RecreateUI();
- }
-
- void ConvertIndex(int coreConverterIndex, int index)
- {
- if (!m_ConverterStates[coreConverterIndex].items[index].hasConverted)
- {
- m_ConverterStates[coreConverterIndex].items[index].hasConverted = true;
- var item = new ConverterItemInfo()
- {
- index = index,
- descriptor = m_ItemsToConvert[coreConverterIndex].itemDescriptors[index],
- };
- var ctx = new RunItemContext(item);
- m_CoreConvertersList[coreConverterIndex].OnRun(ref ctx);
- UpdateInfo(coreConverterIndex, ctx);
- }
- }
- }
- }
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