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200 lines
6.9 KiB
200 lines
6.9 KiB
3 years ago
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityStandardAssets.Utility
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{
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public class AutoMobileShaderSwitch : MonoBehaviour
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{
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[SerializeField] private ReplacementList m_ReplacementList;
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// Use this for initialization
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private void OnEnable()
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{
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#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_TIZEN
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var renderers = FindObjectsOfType<Renderer>();
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Debug.Log (renderers.Length+" renderers");
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var oldMaterials = new List<Material>();
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var newMaterials = new List<Material>();
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int materialsReplaced = 0;
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int materialInstancesReplaced = 0;
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foreach(ReplacementDefinition replacementDef in m_ReplacementList.items)
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{
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foreach(var r in renderers)
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{
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Material[] modifiedMaterials = null;
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for(int n=0; n<r.sharedMaterials.Length; ++n)
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{
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var material = r.sharedMaterials[n];
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if (material.shader == replacementDef.original)
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{
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if (modifiedMaterials == null)
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{
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modifiedMaterials = r.materials;
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}
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if (!oldMaterials.Contains(material))
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{
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oldMaterials.Add(material);
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Material newMaterial = (Material)Instantiate(material);
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newMaterial.shader = replacementDef.replacement;
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newMaterials.Add(newMaterial);
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++materialsReplaced;
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}
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Debug.Log ("replacing "+r.gameObject.name+" renderer "+n+" with "+newMaterials[oldMaterials.IndexOf(material)].name);
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modifiedMaterials[n] = newMaterials[oldMaterials.IndexOf(material)];
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++materialInstancesReplaced;
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}
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}
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if (modifiedMaterials != null)
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{
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r.materials = modifiedMaterials;
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}
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}
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}
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Debug.Log (materialInstancesReplaced+" material instances replaced");
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Debug.Log (materialsReplaced+" materials replaced");
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for(int n=0; n<oldMaterials.Count; ++n)
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{
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Debug.Log (oldMaterials[n].name+" ("+oldMaterials[n].shader.name+")"+" replaced with "+newMaterials[n].name+" ("+newMaterials[n].shader.name+")");
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}
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#endif
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}
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[Serializable]
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public class ReplacementDefinition
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{
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public Shader original = null;
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public Shader replacement = null;
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}
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[Serializable]
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public class ReplacementList
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{
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public ReplacementDefinition[] items = new ReplacementDefinition[0];
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}
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}
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}
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namespace UnityStandardAssets.Utility.Inspector
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{
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof (AutoMobileShaderSwitch.ReplacementList))]
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public class ReplacementListDrawer : PropertyDrawer
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{
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const float k_LineHeight = 18;
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const float k_Spacing = 4;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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EditorGUI.BeginProperty(position, label, property);
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float x = position.x;
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float y = position.y;
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float inspectorWidth = position.width;
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// Don't make child fields be indented
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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var items = property.FindPropertyRelative("items");
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var titles = new string[] {"Original", "Replacement", ""};
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var props = new string[] {"original", "replacement", "-"};
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var widths = new float[] {.45f, .45f, .1f};
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const float lineHeight = 18;
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bool changedLength = false;
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if (items.arraySize > 0)
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{
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for (int i = -1; i < items.arraySize; ++i)
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{
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var item = items.GetArrayElementAtIndex(i);
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float rowX = x;
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for (int n = 0; n < props.Length; ++n)
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{
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float w = widths[n]*inspectorWidth;
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// Calculate rects
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Rect rect = new Rect(rowX, y, w, lineHeight);
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rowX += w;
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if (i == -1)
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{
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// draw title labels
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EditorGUI.LabelField(rect, titles[n]);
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}
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else
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{
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if (props[n] == "-" || props[n] == "^" || props[n] == "v")
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{
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if (GUI.Button(rect, props[n]))
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{
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switch (props[n])
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{
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case "-":
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items.DeleteArrayElementAtIndex(i);
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items.DeleteArrayElementAtIndex(i);
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changedLength = true;
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break;
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case "v":
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if (i > 0)
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{
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items.MoveArrayElement(i, i + 1);
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}
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break;
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case "^":
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if (i < items.arraySize - 1)
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{
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items.MoveArrayElement(i, i - 1);
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}
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break;
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}
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}
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}
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else
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{
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SerializedProperty prop = item.FindPropertyRelative(props[n]);
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EditorGUI.PropertyField(rect, prop, GUIContent.none);
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}
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}
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}
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y += lineHeight + k_Spacing;
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if (changedLength)
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{
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break;
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}
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}
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}
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// add button
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var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
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widths[widths.Length - 1]*inspectorWidth, lineHeight);
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if (GUI.Button(addButtonRect, "+"))
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{
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items.InsertArrayElementAtIndex(items.arraySize);
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}
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y += lineHeight + k_Spacing;
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// Set indent back to what it was
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EditorGUI.indentLevel = indent;
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EditorGUI.EndProperty();
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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SerializedProperty items = property.FindPropertyRelative("items");
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float lineAndSpace = k_LineHeight + k_Spacing;
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return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
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}
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}
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#endif
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}
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