Added a bunch of utilities and modfief the character data structue

This commit is contained in:
Sebastian Bularca
2026-03-29 18:31:03 +02:00
parent 4a9c00212a
commit ee97b2fec3
110 changed files with 6752 additions and 169 deletions

View File

@@ -0,0 +1,144 @@
using System;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Jovian.Utilities.Editor {
[CustomEditor(typeof(CollisionExtractor))]
public class CollisionExtractorEditor : UnityEditor.Editor {
public override void OnInspectorGUI() {
base.OnInspectorGUI();
serializedObject.Update();
if(GUILayout.Button("Extract Colliders")) {
ExtractCollidersIntoPrefab();
}
}
private void ExtractCollidersIntoPrefab() {
CollisionExtractor collisionExtractor = (CollisionExtractor)target;
GameObject source = collisionExtractor.root;
GameObject targetPrefab = collisionExtractor.targetPrefab;
// Verify input
if(source == null) {
Debug.LogWarning("[CollisionExtractor] no Root assigned, please assign a root then try again!");
return;
}
if(targetPrefab == null) {
Debug.LogWarning("[CollisionExtractor] no TargetPrefab assigned, please assign a root then try again!");
return;
}
else if(targetPrefab.scene.name != null) {
Debug.LogWarning("[CollisionExtractor] TargetPrefab is not a prefab instance, please assign a proper prefab instance!");
return;
}
string prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(targetPrefab);
GameObject prefabRoot = PrefabUtility.LoadPrefabContents(prefabPath);
// Remove any old children and build up a new hierarchy matching the source
prefabRoot.transform.DetachChildren();
// Try to remove all components on the prefab root (several iterations due to components sometime requiring each other, thus requiring a certain order of deletion)
for(int i = 0; i < 6; i++) {
foreach(var comp in prefabRoot.GetComponents<Component>()) {
//Don't remove the Transform component
if(!(comp is Transform)) {
DestroyImmediate(comp);
}
}
}
// We make a copy of the source object to ensure it does not get changed, when accessing the properties using reflection Unity notes some of them as changed even though we only read from it.
// For colliders this happens to the physics material, if it is set to "None" it will become an empty value on the source in the editor but properly pick the None value for the target.
GameObject sourceCopy = Instantiate(source);
try {
CopyCollidersRecursive(sourceCopy, prefabRoot);
}
finally {
DestroyImmediate(sourceCopy);
}
Debug.Log("[CollisionExtractor] extraction into target prefab complete.");
PrefabUtility.SaveAsPrefabAsset(prefabRoot, prefabPath);
PrefabUtility.UnloadPrefabContents(prefabRoot);
}
private void CopyCollidersRecursive(GameObject sourceNode, GameObject targetNode) {
// Copy all transform settings
targetNode.transform.SetPositionAndRotation(sourceNode.transform.position, sourceNode.transform.rotation);
targetNode.transform.localScale = sourceNode.transform.localScale;
GameObjectUtility.SetStaticEditorFlags(targetNode, GameObjectUtility.GetStaticEditorFlags(sourceNode));
targetNode.tag = sourceNode.tag;
targetNode.layer = sourceNode.layer;
// Copy all collider components
Collider[] colliders = sourceNode.GetComponents<Collider>();
for(int i = 0; i < colliders.Length; ++i) {
switch(colliders[i]) {
case BoxCollider sourceBoxCollider:
BoxCollider targetBoxCollider = targetNode.AddComponent<BoxCollider>();
GetCopyOf(targetBoxCollider, sourceBoxCollider);
break;
case SphereCollider sourceSphereCollider:
SphereCollider targetSphereCollider = targetNode.AddComponent<SphereCollider>();
GetCopyOf(targetSphereCollider, sourceSphereCollider);
break;
case CapsuleCollider sourceCapsuleCollider:
CapsuleCollider targetCapsuleCollider = targetNode.AddComponent<CapsuleCollider>();
GetCopyOf(targetCapsuleCollider, sourceCapsuleCollider);
break;
case MeshCollider sourceMeshCollider:
MeshCollider targetMeshCollider = targetNode.AddComponent<MeshCollider>();
GetCopyOf(targetMeshCollider, sourceMeshCollider);
break;
default:
Debug.LogError($"[CollisionExtractor] found unsupported collider type on game object {sourceNode.name}!");
break;
}
}
// Continue with all the child nodes
for(int i = 0; i < sourceNode.transform.childCount; ++i) {
Transform sourceChildNode = sourceNode.transform.GetChild(i);
GameObject targetChildNode = new GameObject();
targetChildNode.name = sourceChildNode.name;
targetChildNode.transform.parent = targetNode.transform;
CopyCollidersRecursive(sourceChildNode.gameObject, targetChildNode);
}
// If we are a leaf node without colliders we are not useful, delete this node
if(colliders.Length == 0 && targetNode.transform.childCount == 0) {
DestroyImmediate(targetNode);
}
}
// Taken from https://answers.unity.com/questions/530178/how-to-get-a-component-from-an-object-and-add-it-t.html?_ga=2.50760041.112217741.1608192858-1956498980.1555671355
private T GetCopyOf<T>(Component target, T source) where T : Component {
Type type = target.GetType();
if(type != source.GetType()) return null; // type mis-match
BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Default;
var pinfos = from property in type.GetProperties(flags)
where !property.CustomAttributes.Any(attribute => attribute.AttributeType == typeof(ObsoleteAttribute))
select property;
foreach(var pinfo in pinfos) {
if(pinfo.CanWrite) {
try {
pinfo.SetValue(target, pinfo.GetValue(source, null), null);
}
catch { } // In case of NotImplementedException being thrown. For some reason specifying that exception didn't seem to catch it, so I didn't catch anything specific.
}
}
FieldInfo[] finfos = type.GetFields(flags);
foreach(var finfo in finfos) {
finfo.SetValue(target, finfo.GetValue(source));
}
return target as T;
}
}
}