108 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.IO;
using System;
using Unity.VisualScripting.YamlDotNet.Core.Tokens;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// cette classe sert à réunir les prefabs et les scriptable objects importants. <br/>
/// Elle permet d'éviter de devoir mettre tous nos prefabs et scriptable objects dans le dossier Resources <br/>
/// et permet d'accéder aux éléments qu'on cherche par leur nom directement
/// </summary>
public class Database : SingletonBehaviour<Database>
{
#if UNITY_EDITOR
[Header("Editor section")]
[SerializeField]
private List<DefaultAsset> _folders;
public List<DefaultAsset> Folders => _folders;
#endif
public const string TYPE = nameof(TYPE);
public void FetchDatabase()
{
foreach (var folder in Folders)
{
var path = AssetDatabase.GetAssetPath(folder);
foreach (var file in GetAllPaths(path))
{
var scriptableObject = AssetDatabase.LoadAssetAtPath<ScriptableObject>(file);
if (scriptableObject && !ScriptableObjects.Contains(scriptableObject))
{
ScriptableObjects.Add(scriptableObject);
}
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(file);
if (prefab && !Prefabs.Contains(prefab))
{
Prefabs.Add(prefab);
}
}
}
}
public static void FetchDatabaseStatic()
{
Instance.FetchDatabase();
}
private static string[] GetAllPaths(string target)
{
var files = Directory.GetFiles(target).ToList();
foreach (var dir in Directory.GetDirectories(target))
{
files.AddRange(GetAllPaths(dir));
}
return files.ToArray();
}
[Serializable]
public class DataList<T> : IEnumerable<T> where T : UnityEngine.Object
{
[SerializeField]
private List<T> elements;
public DataList() => elements = new List<T>();
public T this[string key] => elements.Find(x => x.name == key);
public void Add(T element) => elements.Add(element);
public IEnumerator<T> GetEnumerator()
{
return elements.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return elements.GetEnumerator();
}
public static implicit operator DataList<T>(List<T> list) => new DataList<T>() { elements = list };
}
[SerializeField]
private List<GameObject> _prefabs;
[SerializeField]
private List<ScriptableObject> _scriptableObjects;
public DataList<GameObject> Prefabs => _prefabs;
public DataList<ScriptableObject> ScriptableObjects => _scriptableObjects;
public Database()
{
_prefabs = new List<GameObject>();
_scriptableObjects = new List<ScriptableObject>();
}
#if UNITY_EDITOR
#endif
}