minesweeper_game/Library/PackageCache/com.unity.2d.tilemap@91afae292a4e/Editor/TilePaletteSaveUtility.cs
2025-03-15 14:30:26 -04:00

87 lines
3.4 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.Tilemaps
{
internal class TilePaletteSaveUtility
{
private static class Styles
{
public static readonly string invalidFolderTitle = L10n.Tr("Cannot save to an invalid folder");
public static readonly string invalidFolderContent = L10n.Tr("You cannot save to an invalid folder.");
public static readonly string nonAssetFolderTitle = L10n.Tr("Cannot save to a non-asset folder");
public static readonly string nonAssetFolderContent = L10n.Tr("You cannot save to a non-asset folder.");
public static readonly string readOnlyFolderTitle = L10n.Tr("Cannot save to a read-only path");
public static readonly string readOnlyFolderContent = L10n.Tr("You cannot save to a read-only path.");
public static readonly string ok = L10n.Tr("OK");
}
private class TilePaletteSaveScope : IDisposable
{
private GameObject m_GameObject;
public TilePaletteSaveScope(GameObject paletteInstance)
{
m_GameObject = paletteInstance;
if (m_GameObject != null)
{
GridPaintingState.savingPalette = true;
SetHideFlagsRecursively(paletteInstance, HideFlags.HideInHierarchy);
var renderers = paletteInstance.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
renderer.gameObject.layer = 0;
}
}
public void Dispose()
{
if (m_GameObject != null)
{
SetHideFlagsRecursively(m_GameObject, HideFlags.HideAndDontSave);
GridPaintingState.savingPalette = false;
}
}
private void SetHideFlagsRecursively(GameObject root, HideFlags flags)
{
root.hideFlags = flags;
for (int i = 0; i < root.transform.childCount; i++)
SetHideFlagsRecursively(root.transform.GetChild(i).gameObject, flags);
}
}
public static bool SaveTilePalette(GameObject originalPalette, GameObject paletteInstance)
{
var path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(originalPalette);
if (path == null)
return false;
using (new TilePaletteSaveScope(paletteInstance))
{
PrefabUtility.SaveAsPrefabAssetAndConnect(paletteInstance, path, InteractionMode.AutomatedAction);
}
return true;
}
public static bool ValidateSaveFolder(string folderPath)
{
if (string.IsNullOrEmpty(folderPath))
{
EditorUtility.DisplayDialog(Styles.invalidFolderTitle, Styles.invalidFolderContent, Styles.ok);
return false;
}
if (!AssetDatabase.TryGetAssetFolderInfo(folderPath, out bool rootFolder, out bool immutable))
{
EditorUtility.DisplayDialog(Styles.nonAssetFolderTitle, Styles.nonAssetFolderContent, Styles.ok);
return false;
}
if (immutable)
{
EditorUtility.DisplayDialog(Styles.readOnlyFolderTitle, Styles.readOnlyFolderContent, Styles.ok);
return false;
}
return true;
}
}
}