Looking-Glass/Assets/vrsamplescene/XR Interaction Toolkit/2.5.2/Starter Assets/Editor/Scripts/StarterAssetsSampleProjectValidation.cs

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2024-02-02 12:54:47 +01:00
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.CoreUtils.Editor;
using UnityEngine.XR.Interaction.Toolkit;
namespace UnityEditor.XR.Interaction.Toolkit.Samples
{
/// <summary>
/// Unity Editor class which registers Project Validation rules for the Starter Assets sample package.
/// </summary>
class StarterAssetsSampleProjectValidation
{
const string k_Category = "XR Interaction Toolkit";
const string k_StarterAssetsSampleName = "Starter Assets";
const string k_TeleportLayerName = "Teleport";
const int k_TeleportLayerIndex = 31;
static readonly BuildTargetGroup[] s_BuildTargetGroups =
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
static readonly List<BuildValidationRule> s_BuildValidationRules = new List<BuildValidationRule>();
[InitializeOnLoadMethod]
static void RegisterProjectValidationRules()
{
// In the Player Settings UI we have to delay the call one frame to let the settings provider get initialized
// since we need to access the settings asset to set the rule's non-delegate properties (FixItAutomatic).
EditorApplication.delayCall += AddRules;
}
static void AddRules()
{
if (s_BuildValidationRules.Count == 0)
{
s_BuildValidationRules.Add(
new BuildValidationRule
{
Category = k_Category,
Message = $"[{k_StarterAssetsSampleName}] Interaction Layer {k_TeleportLayerIndex} should be set to '{k_TeleportLayerName}' for teleportation locomotion.",
FixItMessage = $"XR Interaction Toolkit samples reserve Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion. Set Interaction Layer {k_TeleportLayerIndex} to '{k_TeleportLayerName}' to prevent conflicts.",
HelpText = "Please note Interaction Layers are unique to the XR Interaction Toolkit and can be found in Edit > Project Settings > XR Plug-in Management > XR Interaction Toolkit",
FixItAutomatic = InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || IsInteractionLayerTeleport(),
Error = false,
CheckPredicate = IsInteractionLayerTeleport,
FixIt = () =>
{
if (InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || DisplayTeleportDialog())
InteractionLayerSettings.Instance.SetLayerNameAt(k_TeleportLayerIndex, k_TeleportLayerName);
else
SettingsService.OpenProjectSettings(XRInteractionToolkitSettingsProvider.k_SettingsPath);
},
});
}
foreach (var buildTargetGroup in s_BuildTargetGroups)
{
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
}
}
static bool IsInteractionLayerTeleport()
{
return string.Equals(InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex), k_TeleportLayerName, StringComparison.OrdinalIgnoreCase);
}
static bool DisplayTeleportDialog()
{
return EditorUtility.DisplayDialog(
"Fixing Teleport Interaction Layer",
$"Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion is currently set to '{InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex)}' instead of '{k_TeleportLayerName}'",
"Automatically Replace",
"Cancel");
}
}
}