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SelectionHistory.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Object = UnityEngine.Object;
namespace MikeSchweitzer.SelectionHistory
{
[Serializable]
public class SelectionHistory
{
[Serializable]
public class Entry : IEquatable<Entry>
{
public enum State
{
Referenced = 0,
ReferenceDestroyed = 1,
ReferenceUnloaded = 2
}
// public State state = State.Referenced;
public Object reference;
public string sceneName;
public string scenePath;
public string globalObjectId;
private string unreferencedObjectName;
public bool isSceneInstance => !string.IsNullOrEmpty(sceneName);
public bool isAsset => !isSceneInstance;
public string name
{
get
{
if (reference != null)
{
return reference.name;
}
return unreferencedObjectName;
}
}
public Entry(Object reference)
{
this.reference = reference;
unreferencedObjectName = reference.name;
if (reference is GameObject go)
{
if (go.scene.isLoaded)
{
sceneName = go.scene.name;
scenePath = go.scene.path;
}
}
}
public bool Equals(Entry other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return Equals(reference, other.reference);
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((Entry) obj);
}
public override int GetHashCode()
{
return (reference != null ? reference.GetHashCode() : 0);
}
public State GetReferenceState()
{
if (reference != null)
return State.Referenced;
if (!string.IsNullOrEmpty(globalObjectId))
return State.ReferenceUnloaded;
return State.ReferenceDestroyed;
}
}
[SerializeField]
private List<Entry> _history = new List<Entry>(100);
private int currentSelectionIndex;
private Entry currentSelection
{
get
{
if (currentSelectionIndex >= 0 && currentSelectionIndex < _history.Count)
{
return _history[currentSelectionIndex];
}
return null;
}
}
private int historySize = 10;
public List<Entry> History => _history;
public event Action<SelectionHistory> OnNewEntryAdded;
public int HistorySize
{
get => historySize;
set => historySize = value;
}
public bool IsSelected(int index)
{
return index == currentSelectionIndex;
}
public bool IsSelected(Object obj)
{
if (currentSelection == null)
return false;
if (currentSelection.GetReferenceState() == Entry.State.Referenced)
return currentSelection.reference.Equals(obj);
return false;
}
public void Clear()
{
_history.Clear();
}
public int GetHistoryCount()
{
return _history.Count;
}
public Object GetSelection()
{
return currentSelection.reference;
}
public void UpdateSelection(Object selection)
{
if (selection == null)
return;
var lastSelectedObject = _history.Count > 0 ? _history.Last() : null;
var isLastSelected = lastSelectedObject != null && lastSelectedObject.reference == selection;
var isCurrentSelection = currentSelection != null && currentSelection.reference == selection;
if (!isLastSelected && !isCurrentSelection)
{
_history.Add(new Entry(selection));
currentSelectionIndex = _history.Count - 1;
OnNewEntryAdded?.Invoke(this);
}
if (_history.Count > historySize)
{
_history.RemoveRange(0, _history.Count - historySize);
// _history.RemoveAt(0);
}
}
public void Previous()
{
if (_history.Count == 0)
return;
currentSelectionIndex--;
if (currentSelectionIndex < 0)
currentSelectionIndex = 0;
}
public void Next()
{
if (_history.Count == 0)
return;
currentSelectionIndex++;
if (currentSelectionIndex >= _history.Count)
currentSelectionIndex = _history.Count - 1;
}
public void SetSelection(Object obj)
{
currentSelectionIndex = _history.FindIndex(e => e.reference.Equals(obj));
}
public void RemoveEntries(Entry.State state)
{
var deletedCount = _history.Count(e => e.GetReferenceState() == state);
var currentSelectionDestroyed = currentSelection == null || currentSelection.GetReferenceState() == state;
_history.RemoveAll(e => e.GetReferenceState() == state);
currentSelectionIndex -= deletedCount;
if (currentSelectionIndex < 0)
currentSelectionIndex = 0;
if (currentSelectionDestroyed)
currentSelectionIndex = -1;
}
public void RemoveDuplicated()
{
var tempList = new List<Entry>(_history);
foreach (var item in tempList)
{
var itemFirstIndex = _history.IndexOf(item);
var itemLastIndex = _history.LastIndexOf(item);
while (itemFirstIndex != itemLastIndex)
{
_history.RemoveAt(itemFirstIndex);
itemFirstIndex = _history.IndexOf(item);
itemLastIndex = _history.LastIndexOf(item);
}
}
if (currentSelectionIndex >= _history.Count)
currentSelectionIndex = _history.Count - 1;
}
}
}