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gunnbr committed 2021-01-11 22:20:43 -08:00
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Version 1.2
Enhancements:
· Path Painter now uses the 3D Haven folders.
· Path Painter now uses the 3D Haven menu.
· Improved import scrip.
· Added the first version of an API that for example can be used to paint paths along Pegasus splines (example in documentation).
Fixes:
· Fixed a glitch with the import package.
Version 1.1
Enhancements:
· The paint button is now bigger.
· Changed the size hotkeys to CTRL+Q/E.
· Updated for 2018.3 to use the new terrain API.
· Path Painter can now be placed into any directory.
· Single active terrain is now automatically selected on open.
· Made the status bar hotkey tips adapting to OSX (CTRL/CMD).
· Added visualization to show the active line (editable) and display when straight painting.
· Added a workaround for the Unity bug that causes things not to not render over the terrain in 2018.3.
· Updated warning message for non-square terrains to make it more clear that only square terrains are supported.
Fixes:
· Stop null pointer exceptions when the environment changes. Path Painter should now do a much better job recovering from these situations.
· Avoided cursor pointer exceptions on OSX.
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// Copyright © 2018 3D Haven. All Rights Reserved.
#if UNITY_EDITOR
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Haven.PathPainter
{
internal class CompMgr
{
// TODO: get these from config
public const string DLL_KEY = "h8i493ZcWPaY0FUgQmhYfrVilSvFkq5X"; //check this in config
private const string DNAME = "Pptr";
private const string DEXT = ".pp";
private const string LP = "Library/" + DNAME + ".3dhp";
private static string ms_f;
[InitializeOnLoadMethod]
static void Onload()
{
if (NC())
{
return;
}
// Need to wait for things to import before creating the common menu - Using delegates and only check menu when something gets imported
AssetDatabase.importPackageCompleted -= OnImportPackageCompleted;
AssetDatabase.importPackageCompleted += OnImportPackageCompleted;
AssetDatabase.importPackageCancelled -= OnImportPackageCancelled;
AssetDatabase.importPackageCancelled += OnImportPackageCancelled;
AssetDatabase.importPackageFailed -= OnImportPackageFailed;
AssetDatabase.importPackageFailed += OnImportPackageFailed;
}
/// <summary>
/// Called when a package import is Completed.
/// </summary>
private static void OnImportPackageCompleted(string packageName)
{
OnPackageImport();
}
/// <summary>
/// Called when a package import is Cancelled.
/// </summary>
private static void OnImportPackageCancelled(string packageName)
{
OnPackageImport();
}
/// <summary>
/// Called when a package import fails.
/// </summary>
private static void OnImportPackageFailed(string packageName, string error)
{
OnPackageImport();
}
/// <summary>
/// Used to run things after a package was imported.
/// </summary>
private static void OnPackageImport()
{
// No need for these anymore
AssetDatabase.importPackageCompleted -= OnImportPackageCompleted;
AssetDatabase.importPackageCancelled -= OnImportPackageCancelled;
AssetDatabase.importPackageFailed -= OnImportPackageFailed;
M();
}
private static void F()
{
#if !HAVEN_DEV
Debug.LogError("Files are corrupt or missing. Please Reimport Path Painter.");
#endif
}
private static bool M()
{
if (C())
{
#if !HAVEN_REL
G();
RE(ms_f);
#endif
return true;
}
G();
if (string.IsNullOrEmpty(ms_f))
{
return false;
}
R(ms_f);
#if !HAVEN_REL
string f = ms_f.Replace("Editor/", "");
string p = ms_f + DNAME + T + "e";
AssetDatabase.DeleteAsset(f + "Path Painter.dll");
if (!AssetDatabase.CopyAsset(f + DNAME + T + DEXT, f + "Path Painter.dll") ||
!AssetDatabase.CopyAsset(p + DEXT, p + ".dll"))
{
EditorUtility.DisplayDialog("Path Painter",
"\nPath Painter was not completely imported.\n\n" +
"You can try right-click -> \"Reimport\" once Unity completes importing and compiling.\n\n" +
"Please contact support with your invoice number if this message keeps popping up.\n\n", "Ok");
return false;
}
RE(ms_f);
AssetDatabase.Refresh();
#endif
return true;
}
private static bool NC()
{
string re = GRE();
if (!string.IsNullOrEmpty(re))
{
if (re == GE())
{
return true;
}
return M();
}
if (OE())
{
return true;
}
string f = DNAME + T + "e";
string x = ".dll";
string p = P(f, f + x);
if (string.IsNullOrEmpty(p))
{
return M();
}
ms_f = p.Replace(f + x, "");
if (C())
{
#if !HAVEN_REL
RE(ms_f);
#endif
return true;
}
return false;
}
private static void R(string f)
{
DirectoryInfo dirInfo = new DirectoryInfo(f);
if (!dirInfo.Exists)
{
return;
}
FileInfo[] files = dirInfo.GetFiles(DNAME + "*.dll");
foreach (var file in files)
{
AssetDatabase.DeleteAsset(f + file.Name);
}
}
private static void MV(string ofn, string nfn)
{
AssetDatabase.MoveAsset(ofn, nfn);
}
private static void G()
{
if (string.IsNullOrEmpty(ms_f))
{
string f = DNAME + "jhce";
string x = DEXT;
string p = P(f, f + x);
if (!string.IsNullOrEmpty(p))
{
ms_f = p.Replace(f + x, "");
return;
}
}
}
private static string GRE()
{
if (!File.Exists(LP))
{
return null;
}
string p = File.ReadAllText(LP);
if (!File.Exists(p))
{
return null;
}
return File.ReadAllText(p);
}
private static string GE()
{
string[] s = Application.unityVersion.Split('.');
string v = s[0] + "." + s[1];
#if NET_4_6
return v + "-n4";
#else
return v + "-n3";
#endif
}
private static void RE(string p)
{
p += "currenv.3dht";
File.WriteAllText(LP, p);
File.WriteAllText(p, GE());
}
private static bool OE()
{
string[] ends = new string[] { "/Editor/Pptrjhc.pp", "/Editor/Pptrjhc.dll",
"Path Painter 1.0.0 U5.dll", "Path Painter 1.0.0 U5.dll.pp" };
foreach (var path in AssetDatabase.GetAllAssetPaths())
{
foreach (string end in ends)
{
if (path.EndsWith(end))
{
return true;
}
}
}
return false;
}
public static string P(string fn, string f)
{
string[] a = AssetDatabase.FindAssets(fn, null);
for (int i = 0; i < a.Length; i++)
{
string p = AssetDatabase.GUIDToAssetPath(a[i]);
if (Path.GetFileName(p) == f)
{
return p;
}
}
return "";
}
#if UNITY_5
#if NET_4_6
private const string T = "e";
#else
private const string T = "e3";
#endif
#elif UNITY_2017
#if NET_4_6
private const string T = "jg";
#else
private const string T = "jg3";
#endif
#elif UNITY_2018_2 || UNITY_2018_1
#if NET_4_6
private const string T = "jh";
#else
private const string T = "jh3";
#endif
#else
#if NET_4_6
private const string T = "jhc";
#else
private const string T = "jhc3";
#endif
#endif
private static bool C()
{
#if !HAVEN_REL
string[] i = new string[]
{
"ee",
"jge",
"jhe",
"jhce",
"e3e",
"jg3e",
"jh3e",
"jhc3e",
};
HashSet<string> w = new HashSet<string>();
HashSet<string> b = new HashSet<string>();
string t = T + "e";
foreach (string a in i)
{
if (a != t)
{
b.Add(DNAME + a + ".dll");
}
}
w.Add(DNAME + t + ".dll");
foreach (string p in AssetDatabase.GetAllAssetPaths())
{
string f = Path.GetFileName(p);
if (w.Contains(f))
{
w.Remove(f);
ms_f = p.Replace(f, "");
}
if (b.Contains(f))
{
return false;
}
}
return w.Count < 1;
#else
return false;
#endif
}
}
}
#endif
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