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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using UnityEditor.Presets;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEditor.Build.Profile
{
/// <summary>
/// Editor class responsible for visualizing the player settings of a <see cref="BuildProfile"/>.
/// </summary>
internal class BuildProfilePlayerSettingsEditor
{
const string k_PlayerSettingsRoot = "editor-player-settings";
const string k_PlayerSettingsFoldout = "player-settings-foldout";
const string k_PlayerSettingsHelpBox = "custom-player-settings-info-helpbox";
const string k_PlayerSettingsHelpBoxButton = "custom-player-settings-info-helpbox-button";
const string k_PlayerSettingsLabel = "player-settings-label";
const string k_PlayerSettingsOptions = "player-settings-options";
const string k_ProjectSettingsPath = "ProjectSettings/ProjectSettings.asset";
Foldout m_PlayerSettingsFoldout;
Label m_PlayerSettingsLabel;
Button m_PlayerSettingsInfoButton;
Button m_PlayerSettingsOptions;
HelpBox m_PlayerSettingsHelpBox;
InspectorElement m_PlayerSettingsInspector;
PlayerSettingsEditor m_PlayerSettingsEditor;
BuildProfile m_Profile;
SerializedObject m_ProfileSerializedObject;
bool m_PlayerSettingsYamlUpdated = false;
internal static BuildProfilePlayerSettingsEditor CreatePlayerSettingsUI(VisualElement root, SerializedObject buildProfileSerializedObject)
{
var buildProfilePlayerSettingsEditor = new BuildProfilePlayerSettingsEditor();
buildProfilePlayerSettingsEditor.InitializeVisualElements(root);
if (buildProfileSerializedObject == null)
{
buildProfilePlayerSettingsEditor.HidePlayerSettingsUI();
return buildProfilePlayerSettingsEditor;
}
if (buildProfileSerializedObject.targetObject is not BuildProfile buildProfile)
throw new InvalidOperationException("Editor object is not of type BuildProfile.");
buildProfilePlayerSettingsEditor.m_Profile = buildProfile;
buildProfilePlayerSettingsEditor.m_ProfileSerializedObject = buildProfileSerializedObject;
buildProfilePlayerSettingsEditor.m_PlayerSettingsLabel.text = TrText.playerSettingsLabelText;
if (BuildProfileModuleUtil.HasSerializedPlayerSettings(buildProfilePlayerSettingsEditor.m_Profile))
buildProfilePlayerSettingsEditor.ShowPlayerSettingsEditor();
else
buildProfilePlayerSettingsEditor.ShowPlayerSettingsHelpBox();
return buildProfilePlayerSettingsEditor;
}
internal void EditorUpdate()
{
if (m_PlayerSettingsYamlUpdated)
{
RemovePlayerSettingsInspector();
if (m_Profile.playerSettings == null)
ShowPlayerSettingsHelpBox();
else
ShowPlayerSettingsEditor();
m_PlayerSettingsYamlUpdated = false;
}
}
void InitializeVisualElements(VisualElement root)
{
var playerSettingsRoot = root.Q<VisualElement>(k_PlayerSettingsRoot);
m_PlayerSettingsFoldout = playerSettingsRoot.Q<Foldout>(k_PlayerSettingsFoldout);
m_PlayerSettingsHelpBox = playerSettingsRoot.Q<HelpBox>(k_PlayerSettingsHelpBox);
m_PlayerSettingsInfoButton = playerSettingsRoot.Q<Button>(k_PlayerSettingsHelpBoxButton);
m_PlayerSettingsLabel = playerSettingsRoot.Q<Label>(k_PlayerSettingsLabel);
m_PlayerSettingsOptions = playerSettingsRoot.Q<Button>(k_PlayerSettingsOptions);
m_PlayerSettingsFoldout.text = TrText.playerSettings;
playerSettingsRoot.Show();
}
void HidePlayerSettingsUI()
{
m_PlayerSettingsFoldout.Hide();
m_PlayerSettingsLabel.Hide();
m_PlayerSettingsHelpBox.Hide();
m_PlayerSettingsInfoButton.Hide();
HidePlayerSettingsEditor();
}
internal void ShowPlayerSettingsEditor()
{
m_PlayerSettingsHelpBox.Hide();
bool createPlayerSettings = m_Profile.playerSettings == null;
if (createPlayerSettings)
{
BuildProfileModuleUtil.CreatePlayerSettingsFromGlobal(m_Profile);
UpdateBuildProfile();
}
CreatePlayerSettingsInspector();
if (createPlayerSettings && m_PlayerSettingsEditor.CopyProjectSettingsToPlayerSettingsExtension())
UpdateBuildProfile();
m_PlayerSettingsOptions.clicked += PlayerSettingsOptionMenu;
m_PlayerSettingsOptions.Show();
m_PlayerSettingsFoldout.Show();
m_Profile.OnPlayerSettingsUpdatedFromYAML -= OnPlayerSettingsUpdatedFromYAML;
m_Profile.OnPlayerSettingsUpdatedFromYAML += OnPlayerSettingsUpdatedFromYAML;
}
void HidePlayerSettingsEditor()
{
m_PlayerSettingsOptions.Hide();
RemovePlayerSettingsInspector();
}
void CreatePlayerSettingsInspector()
{
if (m_PlayerSettingsEditor == null)
{
var isActiveProfile = BuildProfile.GetActiveBuildProfile() == m_Profile;
m_PlayerSettingsEditor = Editor.CreateEditor(m_Profile.playerSettings) as PlayerSettingsEditor;
m_PlayerSettingsEditor.ConfigurePlayerSettingsForBuildProfile(
m_ProfileSerializedObject,
m_Profile.platformGuid,
isActiveProfile,
OnPlayerSettingsEditorChanged);
}
if (m_PlayerSettingsInspector == null)
{
m_PlayerSettingsInspector = new InspectorElement(m_PlayerSettingsEditor);
m_PlayerSettingsInspector.style.flexGrow = 1;
m_PlayerSettingsInspector.TrackSerializedObjectValue(m_PlayerSettingsEditor.serializedObject, OnPlayerSettingsEditorChanged);
m_PlayerSettingsFoldout.Add(m_PlayerSettingsInspector);
}
}
internal void RemovePlayerSettingsInspector()
{
if (m_PlayerSettingsEditor != null)
UnityEngine.Object.DestroyImmediate(m_PlayerSettingsEditor);
if (m_PlayerSettingsInspector != null && m_PlayerSettingsFoldout.Contains(m_PlayerSettingsInspector))
m_PlayerSettingsFoldout.Remove(m_PlayerSettingsInspector);
m_PlayerSettingsInspector = null;
m_PlayerSettingsEditor = null;
}
void OnPlayerSettingsEditorChanged(SerializedObject playerSettingsSerializedObject)
{
playerSettingsSerializedObject.ApplyModifiedProperties();
UpdateBuildProfile();
}
void OnPlayerSettingsUpdatedFromYAML()
{
m_PlayerSettingsYamlUpdated = true;
}
void ShowPlayerSettingsHelpBox()
{
m_PlayerSettingsFoldout.Hide();
m_PlayerSettingsOptions.Hide();
m_PlayerSettingsHelpBox.text = TrText.playerSettingsInfo;
m_PlayerSettingsInfoButton.text = TrText.customizePlayerSettingsButton;
m_PlayerSettingsInfoButton.clicked += ShowPlayerSettingsEditor;
m_PlayerSettingsLabel.Show();
m_PlayerSettingsHelpBox.Show();
m_PlayerSettingsInfoButton.Show();
}
void PlayerSettingsOptionMenu()
{
bool isDataSameAsProjSettings = BuildProfileModuleUtil.IsDataEqualToProjectSettings(m_Profile.playerSettings);
isDataSameAsProjSettings = isDataSameAsProjSettings && m_PlayerSettingsEditor.IsPlayerSettingsExtensionDataEqualToProjectSettings();
var menu = new GenericMenu();
menu.AddItem(TrText.playerSettingsRemove, false, RemovePlayerSettings);
menu.AddItem(TrText.playerSettingsReset, false, isDataSameAsProjSettings ? null : ResetToProjectSettingsValues);
menu.ShowAsContext();
}
void RemovePlayerSettings()
{
bool removePlayerSettings = EditorUtility.DisplayDialog(TrText.removePlayerSettingsDialogTitle,
TrText.removePlayerSettingsDialogMessage,
TrText.continueButtonText,
TrText.cancelButtonText);
if (!removePlayerSettings)
return;
var targetName = NamedBuildTarget.FromBuildTargetGroup(BuildPipeline.GetBuildTargetGroup(m_Profile.buildTarget));
var customScriptingDefines = PlayerSettings.GetScriptingDefineSymbols(targetName);
var customAdditionalCompilerArguments = PlayerSettings.GetAdditionalCompilerArguments(targetName);
// we only want to show the restart editor prompt when making changes to an active profile
// otherwise we continue normally with removing the player settings
if (m_Profile == BuildProfileContext.activeProfile)
{
// success is we either found no settings to restart or we did and the user agreed to restart the editor
// failure here is if we found settings requiring restart but the user declined to cancel
// so we don't continue with the action
var isSuccess = BuildProfileModuleUtil.HandlePlayerSettingsChanged(m_Profile, null);
if (!isSuccess)
{
return;
}
}
HidePlayerSettingsEditor();
BuildProfileModuleUtil.RemovePlayerSettings(m_Profile);
UpdateBuildProfile();
CheckPropertiesThatRequireRecompilation(targetName, customScriptingDefines, customAdditionalCompilerArguments);
}
void ResetToProjectSettingsValues()
{
bool resetPlayerSettings = EditorUtility.DisplayDialog(TrText.resetPlayerSettingsDialogTitle,
TrText.resetPlayerSettingsDialogMessage,
TrText.continueButtonText,
TrText.cancelButtonText);
if (!resetPlayerSettings)
return;
// we only want to show the restart editor prompt when making changes to an active profile
// otherwise we continue normally with resetting the values to project settings
if (m_Profile == BuildProfileContext.activeProfile)
{
// we should check if the player setting overrides we're updating differ from the project settings
// in that case wes should check for any setting that requires an editor restart to take effect
// if it does, we should a restart prompt. if the user cancels, we cancel the resetting action
var isSuccess = BuildProfileModuleUtil.HandlePlayerSettingsChanged(m_Profile, null);
if (!isSuccess)
{
return;
}
}
var targetName = NamedBuildTarget.FromBuildTargetGroup(BuildPipeline.GetBuildTargetGroup(m_Profile.buildTarget));
var customScriptingDefines = PlayerSettings.GetScriptingDefineSymbols(targetName);
var customAdditionalCompilerArguments = PlayerSettings.GetAdditionalCompilerArguments(targetName);
var playerSettings = AssetDatabase.LoadAssetAtPath<PlayerSettings>(k_ProjectSettingsPath);
var preset = new Preset(playerSettings);
preset.ApplyTo(m_Profile.playerSettings);
m_PlayerSettingsEditor.CopyProjectSettingsToPlayerSettingsExtension();
UpdateBuildProfile();
RemovePlayerSettingsInspector();
CreatePlayerSettingsInspector();
CheckPropertiesThatRequireRecompilation(targetName, customScriptingDefines, customAdditionalCompilerArguments);
}
void CheckPropertiesThatRequireRecompilation(NamedBuildTarget targetName, string customScriptingDefines, string[] customAdditionalCompilerArguments)
{
if (BuildProfile.GetActiveBuildProfile() != m_Profile)
return;
// Check if current global player settings that we switched to has different script defines
// when compared to the custom player settings
var additionalCompilerArguments = PlayerSettings.GetAdditionalCompilerArguments(targetName);
var scriptingDefines = PlayerSettings.GetScriptingDefineSymbols(targetName);
if (customScriptingDefines != scriptingDefines || !ArrayUtility.ArrayEquals(customAdditionalCompilerArguments, additionalCompilerArguments))
BuildProfileModuleUtil.RequestScriptCompilation(m_Profile);
}
void UpdateBuildProfile()
{
BuildProfileModuleUtil.SerializePlayerSettings(m_Profile);
m_ProfileSerializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(m_Profile);
}
}
}