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Initial commit

This commit is contained in:
LupiNexMedia
2026-06-04 03:42:31 +02:00
commit 01eb521da8
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# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
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{
"version": "1.0",
"components": [
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- Layer: Default
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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using UnityEngine;
public class PlayerController : MonoBehaviour
{
private float speed = 25f;
private float moveInput;
private float turnInput;
private float boostInput;
bool isBoosting = false;
float boostTimer = 0f;
float boostMultiplier = 1.5f;
public float boostDuration = 1f;
float cooldownTimer = 0f;
public float boostCooldown = 5f;
private Rigidbody rb;
public bool gameOver = false;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update()
{
moveInput = Input.GetAxisRaw("Vertical");
turnInput = Input.GetAxisRaw("Horizontal");
if (moveInput > 0 && Input.GetKeyDown(KeyCode.Space) && !isBoosting && cooldownTimer <= 0f && !gameOver)
{
isBoosting = true;
boostTimer = boostDuration;
}
// Cooldown
if (cooldownTimer > 0f)
cooldownTimer -= Time.deltaTime;
if (transform.position.x < -22f)
{
// Prevent going too low
transform.position = new Vector3(-22f, transform.position.y, transform.position.z);
rb.linearVelocity = Vector3.zero;
}
else if (transform.position.x > 22f)
{
// Prevent going too high
transform.position = new Vector3(22f, transform.position.y, transform.position.z);
rb.linearVelocity = Vector3.zero;
}
if (transform.position.z < -40f)
{
// Prevent going too low
transform.position = new Vector3(transform.position.x, transform.position.y, -40f);
rb.linearVelocity = Vector3.zero;
}
else if (transform.position.z > 40f)
{
// Prevent going too high
transform.position = new Vector3(transform.position.x, transform.position.y, 40f);
rb.linearVelocity = Vector3.zero;
}
}
void FixedUpdate()
{
float currentSpeed = speed;
// ----- Boost Timer -----
if (isBoosting)
{
boostTimer -= Time.fixedDeltaTime;
currentSpeed = speed * boostMultiplier;
if (boostTimer <= 0f)
{
isBoosting = false;
cooldownTimer = boostCooldown; // Cooldown starten
}
}
// ----- Movement -----
if (!gameOver)
{
Vector3 move = transform.right * moveInput * currentSpeed * Time.fixedDeltaTime;
rb.MovePosition(rb.position + move);
Vector3 turn = transform.forward * -turnInput * currentSpeed * Time.fixedDeltaTime;
rb.MovePosition(rb.position + turn);
}
}
void OnCollisionEnter(Collision collision)
{
// Prüfen, ob der Spieler mit einem Enemy oder Hindernis kollidiert
if (collision.gameObject.CompareTag("Enemy") || collision.gameObject.CompareTag("Obstacle"))
{
gameOver = true;
Debug.Log("Game Over!");
}
}
void OnTriggerEnter(Collider other)
{
if (other.GetComponent<SafezoneData>() != null)
{
other.GetComponent<SafezoneData>().playerOn = true;
other.GetComponent<SafezoneData>().playerHasBeenOn = true;
}
}
void OnTriggerExit(Collider other)
{
if (other.GetComponent<SafezoneData>() != null)
{
other.GetComponent<SafezoneData>().playerOn = false;
}
}
}
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using UnityEngine;
public class RepeatBackground : MonoBehaviour
{
private float backgroundSpeed = 50;
private Vector3 startPos;
private float repeatWidth;
private PlayerController playerControllerScript;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
playerControllerScript = GameObject.Find("Player").GetComponent<PlayerController>();
startPos = transform.position;
repeatWidth = GetComponent<BoxCollider>().size.x / 2;
}
// Update is called once per frame
void Update()
{
if (!playerControllerScript.gameOver)
{
transform.Translate(Vector3.left * backgroundSpeed * Time.deltaTime);
}
if (transform.position.x < startPos.x - repeatWidth)
{
transform.position = startPos;
}
}
}
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using UnityEngine;
public class SafezoneData : MonoBehaviour
{
public Vector3 moveDir;
public float stopX;
public float waitTime;
public bool playerOn = false;
public bool playerHasBeenOn;
}
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using UnityEngine;
using System.Collections.Generic;
public class SpawnManager : MonoBehaviour
{
private float[] spawnPositionsEnemiesOppositeZ = { 3.7f, 11f, 17.8f, 24.6f, 31.8f, 39f };
private float[] spawnPositionsEnemiesForwardsZ = { -3.7f, -11f, -17.8f, -24.6f, -31.8f, -39f };
private float[] spawnPositionsObstaclesZ = { 3.7f, 11f, 17.8f, 24.6f, 31.8f, 39f, -3.7f, -11f, -17.8f, -24.6f, -31.8f, -39f };
private float spawnPositionSafezoneZ = -39f;
private float? safezoneZ = null;
private float safezoneTime = 10f;
private float safezoneStopX = 0f;
public GameObject safezonePrefab;
private List<float> occupiedZPositions = new List<float>();
public GameObject[] enemyPrefabs;
public GameObject[] obstaclePrefabs;
private List<Rigidbody> activeEnemies = new List<Rigidbody>();
private List<Rigidbody> activeObstacles = new List<Rigidbody>();
public float vehicleSpeed = 75f;
public float despawnX = 50f;
private PlayerController playerControllerScript;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
playerControllerScript = GameObject.Find("Player").GetComponent<PlayerController>();
float spawnInterval = Random.Range(1.8f, 2.3f);
float safezoneInterval = Random.Range(20f, 30f);
InvokeRepeating("SpawnRandomObject", 10f, spawnInterval);
InvokeRepeating("SpawnSafezone", 0f, safezoneInterval);
}
void SpawnRandomObject()
{
if (playerControllerScript.gameOver)
return;
occupiedZPositions.Clear();
// Wie viele Objekte gleichzeitig spawnen sollen (zufällig oder fix)
int objectsToSpawn = Random.Range(1, 10); // 1 bis 9 pro Spawn-Aufruf
for (int i = 0; i < objectsToSpawn; i++)
{
float rand = Random.value;
if (rand < 0.6f)
SpawnRandomEnemy();
else
SpawnRandomObstacle();
}
}
void FixedUpdate()
{
if (!playerControllerScript.gameOver)
{
// Gegner bewegen
for (int i = activeEnemies.Count - 1; i >= 0; i--)
{
Rigidbody rb = activeEnemies[i];
if (rb == null) { activeEnemies.RemoveAt(i); continue; }
rb.AddForce(rb.gameObject.GetComponent<MoveData>().moveDir * 6, ForceMode.Force);
if (Mathf.Abs(rb.position.x) > despawnX)
{
occupiedZPositions.Remove(rb.position.z); // Z wieder freigeben
Destroy(rb.gameObject);
activeEnemies.RemoveAt(i);
}
}
// Hindernisse bewegen
for (int i = activeObstacles.Count - 1; i >= 0; i--)
{
Rigidbody rb = activeObstacles[i];
if (rb == null) { activeObstacles.RemoveAt(i); continue; }
rb.AddForce(rb.gameObject.GetComponent<MoveData>().moveDir * 6, ForceMode.Force);
if (Mathf.Abs(rb.position.x) > despawnX)
{
occupiedZPositions.Remove(rb.position.z);
Destroy(rb.gameObject);
activeObstacles.RemoveAt(i);
}
}
foreach (var safezone in GameObject.FindObjectsOfType<SafezoneData>())
{
Rigidbody rb = safezone.GetComponent<Rigidbody>();
if (rb == null) continue;
// Prüfen, ob Stop erreicht
if (rb.position.x > safezone.stopX || safezone.playerOn)
{
rb.AddForce(safezone.moveDir * 2, ForceMode.Force); // bewegt sich
}
else
{
rb.linearVelocity = Vector3.zero; // stoppt
safezone.waitTime -= Time.fixedDeltaTime;
if (safezone.waitTime <= 0f)
{
// Player ist nicht drauf -> Game Over
PlayerController pc = GameObject.Find("Player").GetComponent<PlayerController>();
if (!safezone.playerHasBeenOn)
pc.gameOver = true;
Destroy(safezone.gameObject); // Safezone weg
safezoneZ = null;
}
}
}
}
}
void SpawnRandomEnemy()
{
GameObject chosenPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Length)];
bool spawnOpposite = Random.value > 0.5f;
float[] possibleZ = spawnOpposite ? spawnPositionsEnemiesOppositeZ : spawnPositionsEnemiesForwardsZ;
// Filtere belegte Z-Positionen heraus
List<float> availableZ = new List<float>();
foreach (var z in possibleZ)
if (!occupiedZPositions.Contains(z) && z != safezoneZ)
availableZ.Add(z);
if (availableZ.Count == 0)
return; // keine freie Spur
float chosenZ = availableZ[Random.Range(0, availableZ.Count)];
occupiedZPositions.Add(chosenZ);
Vector3 spawnPos = spawnOpposite ? new Vector3(40f, 0.5f, chosenZ) : new Vector3(-40f, 0.5f, chosenZ);
Vector3 moveForce = spawnOpposite ? Vector3.left * vehicleSpeed : Vector3.right * vehicleSpeed;
GameObject enemy = Instantiate(chosenPrefab, spawnPos, chosenPrefab.transform.rotation);
Rigidbody rb = enemy.GetComponent<Rigidbody>();
if (rb != null)
{
rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
MoveData data = enemy.AddComponent<MoveData>();
data.moveDir = moveForce;
activeEnemies.Add(rb);
}
}
void SpawnRandomObstacle()
{
GameObject chosenPrefab = obstaclePrefabs[Random.Range(0, obstaclePrefabs.Length)];
// Filtere belegte Z-Positionen
List<float> availableZ = new List<float>();
foreach (var z in spawnPositionsObstaclesZ)
if (!occupiedZPositions.Contains(z) && z != safezoneZ)
availableZ.Add(z);
if (availableZ.Count == 0)
return; // keine freie Spur
float chosenZ = availableZ[Random.Range(0, availableZ.Count)];
occupiedZPositions.Add(chosenZ);
Vector3 spawnPos = new Vector3(40f, 0.5f, chosenZ);
GameObject obstacle = Instantiate(chosenPrefab, spawnPos, chosenPrefab.transform.rotation);
Rigidbody rb = obstacle.GetComponent<Rigidbody>();
if (rb != null)
{
rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
MoveData data = obstacle.AddComponent<MoveData>();
data.moveDir = Vector3.left * vehicleSpeed;
activeObstacles.Add(rb);
}
}
void SpawnSafezone()
{
if (safezonePrefab == null) return;
Vector3 spawnPos = new Vector3(40f, 0.5f, spawnPositionSafezoneZ);
GameObject safezone = Instantiate(safezonePrefab, spawnPos, safezonePrefab.transform.rotation);
safezoneZ = spawnPositionSafezoneZ;
Rigidbody rb = safezone.GetComponent<Rigidbody>();
if (rb != null)
{
rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
SafezoneData data = safezone.AddComponent<SafezoneData>();
data.moveDir = Vector3.left * vehicleSpeed; // fährt nach -X
data.stopX = safezoneStopX;
data.waitTime = safezoneTime;
}
}
}
public class MoveData : MonoBehaviour
{
public Vector3 moveDir;
}
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<Solution>
<Project Path="Unity.Timeline.csproj" />
<Project Path="Unity.RenderPipelines.GPUDriven.Runtime.csproj" />
<Project Path="Unity.PlasticSCM.Editor.csproj" />
<Project Path="Unity.ShaderGraph.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Core.Runtime.csproj" />
<Project Path="MerryYellow.CodeAssist.Editor.csproj" />
<Project Path="Unity.Mathematics.csproj" />
<Project Path="Unity.Timeline.Editor.csproj" />
<Project Path="Unity.Multiplayer.Center.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Core.Editor.csproj" />
<Project Path="Unity.Collections.csproj" />
<Project Path="UnityEngine.UI.csproj" />
<Project Path="Unity.RenderPipelines.Universal.2D.Runtime.csproj" />
<Project Path="Unity.VisualScripting.Core.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Editor.csproj" />
<Project Path="Unity.PerformanceTesting.Editor.csproj" />
<Project Path="UnityEngine.TestRunner.csproj" />
<Project Path="Unity.Burst.csproj" />
<Project Path="Unity.VisualScripting.Flow.Editor.csproj" />
<Project Path="Unity.VisualStudio.Editor.csproj" />
<Project Path="Unity.InputSystem.csproj" />
<Project Path="PPv2URPConverters.csproj" />
<Project Path="Unity.Searcher.Editor.csproj" />
<Project Path="UnityEditor.TestRunner.csproj" />
<Project Path="Unity.VisualScripting.Core.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Runtime.csproj" />
<Project Path="Unity.AI.Navigation.Editor.ConversionSystem.csproj" />
<Project Path="Unity.VisualScripting.State.Editor.csproj" />
<Project Path="Unity.Burst.CodeGen.csproj" />
<Project Path="Unity.VisualScripting.Flow.csproj" />
<Project Path="Unity.PerformanceTesting.csproj" />
<Project Path="Unity.TextMeshPro.csproj" />
<Project Path="Unity.TextMeshPro.Editor.csproj" />
<Project Path="Unity.Rendering.LightTransport.Runtime.csproj" />
<Project Path="Unity.Burst.Editor.csproj" />
<Project Path="Unity.Rider.Editor.csproj" />
<Project Path="Unity.VisualScripting.State.csproj" />
<Project Path="Unity.AI.Navigation.Updater.csproj" />
<Project Path="UnityEditor.UI.csproj" />
<Project Path="Unity.AI.Navigation.Editor.csproj" />
<Project Path="Unity.Multiplayer.Center.Common.csproj" />
<Project Path="Unity.InputSystem.ForUI.csproj" />
<Project Path="Unity.AI.Navigation.csproj" />
<Project Path="Unity.Collections.CodeGen.csproj" />
<Project Path="Unity.Mathematics.Editor.csproj" />
<Project Path="Unity.VisualScripting.SettingsProvider.Editor.csproj" />
<Project Path="Unity.InputSystem.TestFramework.csproj" />
<Project Path="Unity.CollabProxy.Editor.csproj" />
<Project Path="Unity.ShaderGraph.Utilities.csproj" />
<Project Path="Unity.VisualScripting.Shared.Editor.csproj" />
<Project Path="Assembly-CSharp.csproj" />
<Project Path="Unity.RenderPipeline.Universal.ShaderLibrary.csproj" />
<Project Path="Unity.Rendering.LightTransport.Editor.csproj" />
<Project Path="Unity.InputSystem.DocCodeSamples.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Shaders.csproj" />
<Project Path="Unity.RenderPipelines.Core.Runtime.Shared.csproj" />
<Project Path="Unity.VisualScripting.DocCodeExamples.csproj" />
<Project Path="Unity.PlasticSCM.Editor.Entities.csproj" />
<Project Path="Unity.Collections.Editor.csproj" />
<Project Path="Unity.RenderPipelines.Universal.Config.Runtime.csproj" />
<Project Path="Unity.RenderPipelines.ShaderGraph.ShaderGraphLibrary.csproj" />
<Project Path="Unity.RenderPipelines.Core.ShaderLibrary.csproj" />
<Project Path="Unity.RenderPipelines.Core.Editor.Shared.csproj" />
</Solution>
@@ -0,0 +1,304 @@
List of new features, bug fixes and improvements
# Version 1.4.19
* AGENTS.md support for agentic AI, copilot-instructions.md support is deprecated
* Visual Studio 2026 compatibility
* Bugfix for completions and inline visuals for sorting layer related members
* Can unspecify max_tokens,temperature and top_p in the gpt request options
* Gpt libraries and models are updated
# Version 1.4.18
* New code completions: Material/Shader
* New inline visuals: Material/Shader
* Bugfix for inline text visuals when document is edited
* Bugfix for completions for constructor method arguments
* Hotfix for InputManager data fetching with custom tags
* Gpt models are updated
# Version 1.4.17
* Hotfix for Unity compile error
# Version 1.4.16
* New code completions: RenderingLayerMask (Unity 6 and newer only)
* New inline visuals: RenderingLayerMask (Unity 6 and newer only), and LayerMask
* Hotfix for Unity editor freezes
* Hotfix for inline visuals not showing properly when changing document in Visual Studio
* Category SortingLayer removed, its items are now under category Layer
* Minor fix for output window in Visual Studio
* Gpt libraries and models are updated
# Version 1.4.15
* Hotfix for code completion for attributes
# Version 1.4.14
* New code completions: Attributes and preprocessor directives (#if, #elif)
* New gpt feature: Add mode, gpt can add new files to the project
* New gpt feature: For CodeLens, follow-up question and custom prompt
* Gpt responses are logged to Visual Studio output window
# Version 1.4.13
* Hotfix for gpt requests of OpenAI-API-Compatible platforms
# Version 1.4.12
* Additional properties options added for gpt requests
* Version number mistype fix for Unity asset package
# Version 1.4.11
* Hotfix for gpt options page
* Fix for applying transformers for newer versions of Visual Studio
* Arm64 architecture support
# Version 1.4.10
* Animations added to context aware instructions
* Hotfix for context aware integrations (for GitHub Copilot)
# Version 1.4.9
* Hotfix for gpt options page
# Version 1.4.8
* Version bump for sister Visual Studio extensions
# Version 1.4.7
* New gpt feature: Integration into GitHub Copilot. Can now feed GitHub Copilot with project/scene/game-object details.
* Auto updater for itch.io builds
# Version 1.4.6
* Updated binaries with new build parameters
# Version 1.4.5
* Version skipped by mistake ^-^
# Version 1.4.4
* Hotfix for Unity package compile error
# Version 1.4.3
* New gpt provider: OpenAI API Compatible, for web/cloud services that supports OpenAI SDK standards
# Version 1.4.2
* Bugfix for formatting and title of logging
* Bugfix for CodeLens2Gpt when closing document
# Version 1.4.1
* New gpt provider: Ollama, can use LLMs from local machine or private network
# Version 1.4.0
* Gpt backend has been reimplemented for latest models and LLM trends
* New gpt provider: Anthropic (Claude), can be used as an alternative to OpenAI ChatGPT and Google Gemini
* New gpt provider: DeepSeek, can be used as an alternative to OpenAI ChatGPT and Google Gemini
* New code completions: Scene management classes can be auto completed
* New inline visuals: Scene management classes can display inline information
# Version 1.3.12
* Hotfix for Microsoft Marketplace manifest file
# Version 1.3.11
* Hotfix for Microsoft Marketplace manifest file
# Version 1.3.10
* Hotfix for type resolving
* Usability improvements for VSCode exporter
* More filters for expected error logs
# Version 1.3.9
* Hotfix for Unity sink
# Version 1.3.8
* Hotfix for Unity sink
# Version 1.3.7
* Bugfix for exporter/updater
* Bugfix for logging options
# Version 1.3.6
* VSCode readme updated
# Version 1.3.5
* JSON library switched back to Newtonsoft.JSON
* Rule xml files removed from Unity asset
* Unnessary analyzer binaries are removed from Roslyn Analyzer
# Version 1.3.4
* Stability improvements for network (mqttnet)
* Hotfix for JSON mapping
# Version 1.3.3
* Full version for VSCode is released!
* Fix for VSCode adorments when document is modified
* Binary files removed from Unity asset
* Bugfix for network (mqttnet server)
* VSCode extension stability improvements
* VSCode roslyn analyzer stability improvements
# Version 1.3.2
* Fixed cross-platform issues for Linux and macOS
# Version 1.3.1
* Updated VSCode manifest and readme
# Version 1.3.0
* Initial release for VSCode
# Version 1.2.6
* Exporting when Unity is in play mode
* Some error messages have been made more user friendly
# Version 1.2.5
* Released on itch.io https://meryel.itch.io/unity-code-assist
* Url changes
# Version 1.2.4
* Bugfix for exporter with long file paths
* Bugfix for retrieving animation and animator data
# Version 1.2.3
* Bugfix for exporter when overwriting files
* Bugfix for inline visuals when active game object changes
# Version 1.2.2
* Bugfix for exporter when facing race condition
# Version 1.2.1
* Typo fix for Options page
* Bugfix for retrieving animation and animator data
# Version 1.2.0
* New gpt provider: Google Gemini, can be used as an alternative to OpenAI ChatGPT
* New feature: CodeLens2Gpt. Can request gpt queries from the CodeLens of methods and classes
* New feature: Context aware gpt, gpt prompts are embedded with Unity, scene and object information
* New feature: Package, asset has relocated under Packages directory (from Assets directýry), along with Unity setup menu items
* New code completions: Animation and Animator classes and Invoke/Coroutine/Broadcast methods can be auto completed
* New inline visuals: Animation and Animator classes can display inline information
# Version 1.1.12
* External binary files have been customized and minimized
* Domain reloading time have been reduced
* Stability and usability improvements for exporter/updater
* Bugfix for Feedback window
# Version 1.1.11
* Gpt completion endpoint fixed for OpenAI API changes
* Bugfix for Input Manager monitor
* Bugfix for logging to Visual Studio output window
* Bugfix for About window
# Version 1.1.10
* Version skipped for compatibility with other assets
# Version 1.1.9
* Gpt support for chat and edit
* More options added for Gpt
* Overall stability improvements
* Exporter shows file locks if update/export is unsuccessful
# Version 1.1.8
* Bugfix for non-Unity solutions
# Version 1.1.7
* Bugfix for Visual Studio freeze
# Version 1.1.6
* Gpt support added for shader files
* Stability improvements for Unity.ScriptFinder
# Version 1.1.5
* Stability and usability improvements for exporter/updater
* Bugfix for Transformer Linq and Auto Input Manager
* Usability for Transformer window, disabling it if not connected to Unity
* Enhancement for completions, sorting numerical values correctly https://github.com/merryyellow/Unity-Code-Assist/issues/6
# Version 1.1.4
* Auto Input Manager is now compatible with binary asset files
* Stability and usability improvements for Transformer windows
# Version 1.1.3
* Analyzers are working at a separate process https://github.com/merryyellow/Unity-Code-Assist/issues/20
* Inline visuals stability and performance improvements https://github.com/merryyellow/Unity-Code-Assist/issues/22 https://github.com/merryyellow/Unity-Code-Assist/issues/24
* Exporter/updater stability improvements https://github.com/merryyellow/Unity-Code-Assist/issues/19 https://github.com/merryyellow/Unity-Code-Assist/issues/23
* Transformer window stability improvements https://github.com/merryyellow/Unity-Code-Assist/issues/21
* Bugfix for Gpt busy icon positioning https://github.com/merryyellow/Unity-Code-Assist/issues/24
# Version 1.1.2
* Bugfix for Yaml file parsing of InputManager
# Version 1.1.1
* Bugfix for error handling of binary file parsing
# Version 1.1.0
* New feature: Generative AI. Use OpenAI ChatGPT within comments to complete your code
* New feature: Visual Studio menus. Access Unity Code Assist from "Extensions"->"Unity Code Assist"
* New code completions: PlayerPrefs, EditorPrefs and Input classes' methods can be auto completed
* New inline visuals: PlayerPrefs, EditorPrefs and Input classes' methods can display inline information
* New code transformer: Auto Input Manager. Converts legacy input code into the new Input Manager
# Version 1.0.0.21
* Stability improvements for Unity ScriptFinder class
# Version 1.0.0.20
* Bugfix for crash at startup https://github.com/merryyellow/Unity-Code-Assist/issues/18
# Version 1.0.0.19
* More logging for error tracking
# Version 1.0.0.18
* Overall stability improvements, nullable references enabled for codebase
* Stability improvements for communications, when reconnection occurs
# Version 1.0.0.17
* Stability improvements for Unity ScriptFinder class
# Version 1.0.0.16
* Bugfix for Visual Studio events concurrency
# Version 1.0.0.15
* Visual Studio events are reimplemented for both stability and performance
* Removal of possible Task deadlocks
* Usability improvements for exporter/updater
* Bugfix for exporter/updater, where prompts can appear twice
* Bugfix for Inline Texts, where const null identifier may raise exceptions https://github.com/merryyellow/Unity-Code-Assist/issues/16
* Bugfix for communications, where tags&layers are sent for the first time
# Version 1.0.0.14
* Usability improvements for Visual Studio Status window where project is not a Unity project
* Bugfix for communication reinitialization, where projects are closed and opened from Visual Studio https://github.com/merryyellow/Unity-Code-Assist/issues/15
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/14
# Version 1.0.0.13
* Bugfix for Unity where target object is neither Component nor MonoBehaviour https://github.com/merryyellow/Unity-Code-Assist/issues/13
# Version 1.0.0.12
* New Feature: Updating Unity asset from Visual Studio
* New Feature: Online error reporting of Unity errors
* Usability improvement for Visual Studio Feedback window
* Bugfix for Inline Texts where there is no class declaration https://github.com/merryyellow/Unity-Code-Assist/issues/5
* Bugfix for Code Completion where there is no class declaration https://github.com/merryyellow/Unity-Code-Assist/issues/10
* Bugfix for Visual Studio output window, where it may be unavailable
# Version 1.0.0.11
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/3
* Exporter now has more logs
# Version 1.0.0.10
* Bugfix for Inline Texts where leading trivia is absent https://github.com/merryyellow/Unity-Code-Assist/issues/1
* Bugfix for Visual Studio events' initialization https://github.com/merryyellow/Unity-Code-Assist/issues/2
# Version 1.0.0.9
* Minor adjustments for initialization logging
# Version 1.0.0.8
* Online analytics added
* Bugfix for Inline Texts, Visual Studio code preview screen does not raise any exception anymore
# Version 1.0.0.7
* Online error tracker added
# Version 1.0.0.6
* Exporter is always disabled for non Unity projects
# Version 1.0.0.5
* Lite version released at Visual Studio Marketplace
* Exporting Unity asset from Visual Studio
* Unity package become package independent (Removed Newtonsoft.Json dependency)
# Version 1.0.0
* First release!
* Released on Unity Asset Store
@@ -0,0 +1,7 @@
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@@ -0,0 +1,75 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
#pragma warning disable IDE0005
using Serilog = Meryel.Serilog;
#pragma warning restore IDE0005
#nullable enable
namespace Meryel.UnityCodeAssist.Editor
{
public class AboutWindow : EditorWindow
{
GUIStyle? styleLabel;
public static void Display()
{
// Get existing open window or if none, make a new one:
var window = GetWindow<AboutWindow>();
window.Show();
Serilog.Log.Debug("Displaying about window");
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "AboutWindow_Display");
}
private void OnEnable()
{
//**--icon
//var icon = AssetDatabase.LoadAssetAtPath<Texture>("Assets/Sprites/Gear.png");
//titleContent = new GUIContent("Code Assist", icon);
titleContent = new GUIContent("Code Assist About");
}
private void OnGUI()
{
styleLabel ??= new GUIStyle(GUI.skin.label)
{
wordWrap = true,
alignment = TextAnchor.MiddleLeft,
};
EditorGUILayout.LabelField($"Version number: {Assister.Version}", styleLabel, GUILayout.ExpandWidth(true));
#if MERYEL_UCA_LITE_VERSION
EditorGUILayout.LabelField($"License type: Lite", styleLabel, GUILayout.ExpandWidth(true));
#else // MERYEL_UCA_LITE_VERSION
EditorGUILayout.LabelField($"License type: Full", styleLabel, GUILayout.ExpandWidth(true));
#endif // MERYEL_UCA_LITE_VERSION
if (GUILayout.Button("Update"))
{
Updater.CheckUpdateForced();
}
if (GUILayout.Button("View changelog"))
{
Application.OpenURL("https://unitycodeassist.netlify.app/changelog");
}
if (GUILayout.Button("View third party notices"))
{
Application.OpenURL("https://unitycodeassist.netlify.app/thirdpartynotices");
}
}
}
}
@@ -0,0 +1,11 @@
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guid: b773a1d4b9561324fa0bc568c62c3770
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,87 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEditor;
#pragma warning disable IDE0005
using Serilog = Meryel.Serilog;
#pragma warning restore IDE0005
#nullable enable
namespace Meryel.UnityCodeAssist.Editor
{
// according to documentation, https://docs.unity3d.com/2023.2/Documentation/Manual/roslyn-analyzers.html
// if analyzers are under any asmdef file, they are bound to the asmdef's scope
// to declare out analyzers globally, had to write custom AssetPostprocessor and don't use "RoslynAnalyzer" asset label
public class AnalyzerPostProcessor : AssetPostprocessor
{
public static string OnGeneratedCSProject(string path, string content)
{
// do not add roslyn analyzers to Visual Studio projects for performance
if (Assister.GetCodeEditor(false, out var isVisualStudio, out _, out _) && isVisualStudio)
return content;
var analyzerGroup = new StringBuilder();
analyzerGroup.Append(NewLine);
analyzerGroup.Append(" <!--This section is added by Unity Code Assist-->");
analyzerGroup.Append(NewLine);
analyzerGroup.Append(" <ItemGroup>");
var prefix = $"{NewLine} <Analyzer Include=\"{CommonTools.GetExternalReferencesPath().Replace('/', '\\')}\\";
var suffix = $"\" />";
foreach (var analyzer in Analyzers)
{
analyzerGroup.Append(prefix);
analyzerGroup.Append(analyzer);
analyzerGroup.Append(suffix);
}
analyzerGroup.Append(NewLine);
analyzerGroup.Append(" </ItemGroup>");
//analyzerGroup.Append(NewLine);
//content = Regex.Replace(content, $"[{NewLine}]*</Project>[{NewLine}]*", $"{analyzerGroup.ToString()}$&");
var matches = Regex.Matches(content, $"[{NewLine}]*</Project>");
var index = matches.LastOrDefault(m => m.Success)?.Index ?? -1;
//var index = content.LastIndexOf("</Project>");
if (index >= 0)
content = content.Insert(index, analyzerGroup.ToString());
return content;
}
private const string NewLine = "\r\n";
private readonly static string[] Analyzers = new string[]
{
#if MERYEL_UCA_LITE_VERSION
"Meryel.UnityCodeAssist.AnalyzersLite.dll",
#else
"Meryel.UnityCodeAssist.Analyzers.dll",
#endif
"Meryel.UnityCodeAssist.Common.dll",
"Meryel.UnityCodeAssist.Completion.dll",
"Meryel.UnityCodeAssist.CompletionInternals.dll",
"Meryel.UnityCodeAssist.Logger.dll",
"Meryel.UnityCodeAssist.MQTTnet.dll",
"Meryel.UnityCodeAssist.MQTTnet.Extensions.ManagedClient.dll",
"Meryel.UnityCodeAssist.Newtonsoft.Json.dll",
"Meryel.UnityCodeAssist.ProjectData.dll",
"Meryel.UnityCodeAssist.RoslynAnalyzerManager.dll",
"Meryel.UnityCodeAssist.Synchronizer.dll",
"Meryel.UnityCodeAssist.SynchronizerModel.dll",
"Meryel.UnityCodeAssist.VSIXLibrary.dll",
};
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 17f8bf228c22bbb438ef36b16a18652c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,609 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
using CodeEditor = Unity.CodeEditor.CodeEditor;
#pragma warning disable IDE0005
using Serilog = Meryel.Serilog;
#pragma warning restore IDE0005
#nullable enable
namespace Meryel.UnityCodeAssist.Editor
{
public class Assister
{
public const string Version = "1.4.19"; //do NOT modify this line, except the number value, its being used by VSCode/Typescript for version detection (in exporter.ts.getVersionOfUnitySide())
#if MERYEL_UCA_LITE_VERSION
public const string Title = "Code Assist Lite";
#else
public const string Title = "Code Assist";
#endif
[MenuItem("Tools/" + Title + "/Status", false, 1)]
static void DisplayStatusWindow()
{
StatusWindow.Display();
}
[MenuItem("Tools/" + Title + "/Synchronize", false, 2)]
static void Sync()
{
EditorCoroutines.EditorCoroutineUtility.StartCoroutine(SyncAux(), MQTTnetInitializer.Publisher);
//MQTTnetInitializer.Publisher.SendConnect();
//Serilog.Log.Information("Code Assist is looking for more IDEs to connect to...");
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "Synchronize_MenuItem");
}
[MenuItem("Tools/" + Title + "/Report error", false, 91)]
static void DisplayFeedbackWindow()
{
FeedbackWindow.Display();
}
[MenuItem("Tools/" + Title + "/About", false, 92)]
static void DisplayAboutWindow()
{
AboutWindow.Display();
}
#if MERYEL_UCA_LITE_VERSION
[MenuItem("Tools/" + Title + "/Compare versions", false, 31)]
static void CompareVersions()
{
Application.OpenURL("http://unitycodeassist.netlify.app/compare");
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "CompareVersions_MenuItem");
}
[MenuItem("Tools/" + Title + "/Get full version", false, 32)]
static void GetFullVersion()
{
Application.OpenURL("https://unitycodeassist.netlify.app/purchase?utm_source=unity_getfull");
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "FullVersion_MenuItem");
}
#endif // MERYEL_UCA_LITE_VERSION
[MenuItem("Tools/" + Title + "/Setup/Upgrade to full version", false, 65)]
public static void Upgrade()
{
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "Upgrade_MenuItem");
#if MERYEL_UCA_LITE_VERSION
Serilog.Log.Information("Purchase <a href=\"https://unitycodeassist.netlify.app/purchase?utm_source=unity_upgrade\">Unity Code Assist</a> from the <a href=\"http://u3d.as/2N2H\">Asset Store</a> or <a href=\"https://meryel.itch.io/unity-code-assist\">itch.io</a> first. Then download it from the package manager or itch.io");
return;
#else
if (GetCodeEditor(true, out var isVisualStudio, out var isVisualStudioCode, out var error))
{
if (isVisualStudio)
{
var vsixPath = CommonTools.GetInstallerPath("CodeAssist.Full.VisualStudio.Installer.vsix");
if (System.IO.File.Exists(vsixPath))
{
CallVisualStudioInstaller(vsixPath);
return;
}
var zipPath = CommonTools.GetInstallerPath("CodeAssist.Full.VisualStudio.Installer.zip");
if (System.IO.File.Exists(zipPath))
{
var tempVsixPath = System.IO.Path.Combine(System.IO.Path.GetTempPath(), "CodeAssist.Full.VisualStudio.Installer.vsix");
System.IO.File.Copy(zipPath, tempVsixPath, true);
CallVisualStudioInstaller(tempVsixPath);
return;
}
Serilog.Log.Information("Installer for Visual Studio couldn't be found at {ZipPath}. Please try re-importing the asset from the package manager", zipPath);
return;
}
else if (isVisualStudioCode)
{
var vsixPath = CommonTools.GetInstallerPath("CodeAssist.Full.VSCode.Installer.vsix");
if (System.IO.File.Exists(vsixPath))
{
CallVSCodeInstaller(vsixPath);
return;
}
var zipPath = CommonTools.GetInstallerPath("CodeAssist.Full.VSCode.Installer.zip");
if (System.IO.File.Exists(zipPath))
{
var tempVsixPath = System.IO.Path.Combine(System.IO.Path.GetTempPath(), "CodeAssist.Full.VSCode.Installer.vsix");
System.IO.File.Copy(zipPath, tempVsixPath, true);
CallVSCodeInstaller(tempVsixPath);
return;
}
Serilog.Log.Information("Installer for VS Code couldn't be found at {ZipPath}. Please try re-importing the asset from the package manager", zipPath);
return;
}
}
else
{
Serilog.Log.Information(error!);
}
#endif
}
/*
[MenuItem("Tools/" + Title + "/Setup/Update", false, 61)]
static void Update()
{
//UnityEditor.PackageManager.Client.
}
*/
[MenuItem("Tools/" + Title + "/Setup/Re-import package", false, 62)]
static void RepairFiles()
{
if (MQTTnetInitializer.Publisher?.Clients.Any() != true)
Serilog.Log.Information("No connected IDE found. Please start up Visual Studio or VS Code first");
//var cleanupPath = CommonTools.GetToolPath("CleanupObsoleteFiles.bat");
//Execute(cleanupPath);
Cleanup.DoCleanup();
MQTTnetInitializer.Publisher?.SendRequestUpdate("Unity", string.Empty, true);
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "Reimport_MenuItem");
}
[MenuItem("Tools/" + Title + "/Setup/Import files for .NET Standard 2.0", false, 63)]
static void ImportSystemBinariesForDotNetStandard20()
{
var solutionDirectory = CommonTools.GetProjectPath();
var cSharpVersion = Cleanup.GetCSharpVersionFromUnityProjectVersionFile(solutionDirectory);
if (cSharpVersion >= 9)
{
if (!EditorUtility.DisplayDialog("Import files for .NET Standard 2.0",
"This is not required for versions of Unity 2021.2 and newer. Do you still want to continue?",
"Okay", "Cancel"))
{
Serilog.Log.Debug("ImportNetStandard20_MenuItem cancelled via confirm dialog");
return;
}
}
if (MQTTnetInitializer.Publisher?.Clients.Any() != true)
Serilog.Log.Information("No connected IDE found. Please start up Visual Studio or VS Code first");
MQTTnetInitializer.Publisher?.SendRequestUpdate("SystemBinariesForDotNetStandard20", string.Empty, true);
MQTTnetInitializer.Publisher?.SendAnalyticsEvent("Gui", "ImportNetStandard20_MenuItem");
}
[MenuItem("Tools/" + Title + "/Setup/Regenerate project files", false, 64)]
public static void RegenerateProjectFiles() => RegenerateProjectFilesAux(true);
public static void RegenerateProjectFilesAux(bool showError)
{
try
{
if (GetCodeEditor(true, out _, out _, out var error))
{
CodeEditor.Editor.CurrentCodeEditor.SyncAll();
}
else
{
if (showError && error != null)
Serilog.Log.Information(error);
// other similar approaches
// https://www.reddit.com/r/Unity3D/comments/s1joc6/help_with_generating_csproj_and_sln_for_github/
// https://discussions.unity.com/t/manually-generate-sln-and-csproj-files/648686/6
// https://discussions.unity.com/t/how-can-i-generate-csproj-files-during-continuous-integration-builds/842493/3
// https://github.com/Unity-Technologies/UnityCsReference/blob/f45f297f342239326ea865a57a1bb8ddf93e38c6/Editor/Mono/CodeEditor/SyncVS.cs#L22
var t = ScriptFinder.GetType123("Microsoft.Unity.VisualStudio.Editor.Cli");
var m = t!.GetMethod("GenerateSolution", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic);
m.Invoke(null, null);
}
}
catch (System.Exception ex)
{
Serilog.Log.Error(ex, "Couldn't invoke GenerateSolution");
Serilog.Log.Information("Please 'Regenerate project files' manually. 'Edit'->'Preferences'->'External Tools'->'Regenerate project files'");
}
}
static IEnumerator CallShell(string command, string ide)
{
Serilog.Log.Debug("calling shell with command: {Command}", command);
var task = Shell.UnityEditorShell.Execute(command);
task.OnLog += (logType, log) =>
{
Serilog.Log.Debug("shell log: {Log}", log);
};
task.OnExit += (code) =>
{
Serilog.Log.Debug("shell exit: {Code}", code);
if (code == 0)
Serilog.Log.Information($"{ide} extension installed successfully. Please restart {ide}");
else
Serilog.Log.Information($"{ide} extension installation failed. Please try manual installition at {CommonTools.GetInstallerPath(string.Empty)}");
};
yield return new Shell.ShellCommandYieldable(task);
}
static void CallVisualStudioInstaller(string vsixPath)
{
EditorCoroutines.EditorCoroutineUtility.StartCoroutine(CallShell(
$"@for /f \"usebackq delims=\" %i in (`\"%ProgramFiles(x86)%\\Microsoft Visual Studio\\Installer\\vswhere.exe\" -latest -prerelease -products * -property enginePath`) do @set enginePath=%i & if exist \"%i\\VSIXInstaller.exe\" call \"%i\\VSIXInstaller.exe\" /u:VSIXLite2.6815b720-6186-48a1-a405-1387e54b41c6 & call \"%i\\VSIXInstaller.exe\" \"{vsixPath}\"", "Visual Studio"), MQTTnetInitializer.Publisher);
}
static void CallVSCodeInstaller(string vsixPath)
{
string command;
#if UNITY_EDITOR_WIN
command = $"code --uninstall-extension MerryYellow.uca-lite-vscode & code --install-extension \"{vsixPath}\"";
#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
command = $"code --uninstall-extension MerryYellow.uca-lite-vscode ; code --install-extension \"{vsixPath}\"";
#else
Serilog.Log.Error("invalid platform at {Location}", nameof(CallVSCodeInstaller));
command = string.Empty;
#endif
EditorCoroutines.EditorCoroutineUtility.StartCoroutine(CallShell(command, "VS Code"), MQTTnetInitializer.Publisher);
}
internal static string Execute(string vsixPath, bool isVisualStudio = false, bool isVSCode = false)
{
var startInfo = new System.Diagnostics.ProcessStartInfo
{
WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden,
//startInfo.FileName = GetExePath();
FileName = vsixPath,
//startInfo.Arguments = args;
UseShellExecute = false,
RedirectStandardOutput = true
//startInfo.WorkingDirectory = workingDirectoryPath;
};
var process = new System.Diagnostics.Process
{
StartInfo = startInfo
};
try
{
process.Start();
}
catch (System.ComponentModel.Win32Exception ex)
{
Serilog.Log.Error(ex, "Error at running bat file {File}", vsixPath);
}
string output = process.StandardOutput.ReadToEnd();
process.WaitForExit();
return output;
}
static IEnumerator SyncAux()
{
var clientCount = MQTTnetInitializer.Publisher?.Clients.Count() ?? 0;
MQTTnetInitializer.Publisher?.SendConnect();
Serilog.Log.Information("Code Assist is looking for more IDEs to connect to...");
//yield return new WaitForSeconds(3);
yield return new EditorCoroutines.EditorWaitForSeconds(3);
var newClientCount = MQTTnetInitializer.Publisher?.Clients.Count() ?? 0;
var dif = newClientCount - clientCount;
if (dif <= 0)
Serilog.Log.Information("Code Assist couldn't find any new IDE to connect to.");
else
Serilog.Log.Information("Code Assist is connected to {Dif} new IDE(s).", dif);
}
#if MERYEL_DEBUG
[MenuItem("Code Assist/Binary2Text")]
static void Binary2Text()
{
var filePath = CommonTools.GetInputManagerFilePath();
var hash = Input.UnityInputManager.GetMD5Hash(filePath);
var convertedPath = System.IO.Path.Combine(System.IO.Path.GetTempPath(), $"UCA_IM_{hash}.txt");
var b = new Input.Binary2TextExec();
b.Exec(filePath, convertedPath, detailed: false, largeBinaryHashOnly: false, hexFloat: false);
}
[MenuItem("Code Assist/Bump InputManager")]
static void BumpInputManager()
{
Input.InputManagerMonitor.Instance.Bump();
}
[MenuItem("Code Assist/Layer Check")]
static void UpdateLayers()
{
var names = UnityEditorInternal.InternalEditorUtility.layers;
var indices = names.Select(l => LayerMask.NameToLayer(l).ToString()).ToArray();
MQTTnetInitializer.Publisher?.SendLayers(indices, names);
var sls = SortingLayer.layers;
var sortingNames = sls.Select(sl => sl.name).ToArray();
var sortingIds = sls.Select(sl => sl.id.ToString()).ToArray();
var sortingValues = sls.Select(sl => sl.value.ToString()).ToArray();
MQTTnetInitializer.Publisher?.SendSortingLayers(sortingNames, sortingIds, sortingValues);
/*
for (var i = 0; i < 32; i++)
{
var name = LayerMask.LayerToName(i);
if (!string.IsNullOrEmpty(name))
{
Debug.Log(i + ":" + name);
}
}
if (ScriptFinder.FindGameObjectOfType("Deneme", out var go))
MQTTnetInitializer.Publisher.SendGameObject(go);
*/
}
[MenuItem("Code Assist/Tag Check")]
static void UpdateTags()
{
Serilog.Log.Debug("Listing tags {Count}", UnityEditorInternal.InternalEditorUtility.tags.Length);
foreach (var tag in UnityEditorInternal.InternalEditorUtility.tags)
{
if (!string.IsNullOrEmpty(tag))
{
Serilog.Log.Debug("{Tag}", tag);
}
}
MQTTnetInitializer.Publisher?.SendTags(UnityEditorInternal.InternalEditorUtility.tags);
}
[MenuItem("Code Assist/GO Check")]
static void TestGO()
{
var go = GameObject.Find("Deneme");
//var go = MonoBehaviour.FindObjectOfType<Deneme>().gameObject;
MQTTnetInitializer.Publisher?.SendGameObject(go);
}
[MenuItem("Code Assist/Undo Records Test")]
static void UndoTest()
{
var undos = new List<string>();
var redos = new List<string>();
var type = typeof(Undo);
System.Reflection.MethodInfo dynMethod = type.GetMethod("GetRecords",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
dynMethod.Invoke(null, new object[] { undos, redos });
Serilog.Log.Debug("undos:{UndoCount},redos:{RedoCount}", undos.Count, redos.Count);
var last = undos.LastOrDefault();
if (last != null)
{
Serilog.Log.Debug("last:{Last}", last);
Serilog.Log.Debug("group:{UndoCurrentGroup},{UndoCurrentGroupName}",
Undo.GetCurrentGroup(), Undo.GetCurrentGroupName());
}
}
[MenuItem("Code Assist/Undo List Test")]
static void Undo2Test()
{
//List<string> undoList, out int undoCursor
var undoList = new List<string>();
int undoCursor = int.MaxValue;
var type = typeof(Undo);
System.Reflection.MethodInfo dynMethod = type.GetMethod("GetUndoList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
dynMethod = type.GetMethod("GetUndoList",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static,
null,
new System.Type[] { typeof(List<string>), typeof(int).MakeByRefType() },
null);
dynMethod.Invoke(null, new object[] { undoList, undoCursor });
Serilog.Log.Debug("undo count: {Count}", undoList.Count);
}
[MenuItem("Code Assist/Reload Domain")]
static void ReloadDomain()
{
EditorUtility.RequestScriptReload();
}
/*
[MenuItem("Code Assist/TEST")]
static void TEST()
{
//if (ScriptFinder.FindGameObjectOfType("Deneme_OtherScene", out var go))
if (ScriptFinder.FindInstanceOfType("Deneme_SO", out var go, out var so))
{
MQTTnetInitializer.Publisher.SendScriptableObject(so);
}
ScriptFinder.DENEMEEEE();
}
*/
#endif // MERYEL_DEBUG
public static void SendTagsAndLayers()
{
Serilog.Log.Debug(nameof(SendTagsAndLayers));
var tags = UnityEditorInternal.InternalEditorUtility.tags;
MQTTnetInitializer.Publisher?.SendTags(tags);
var layerNames = UnityEditorInternal.InternalEditorUtility.layers;
var layerIndices = layerNames.Select(l => LayerMask.NameToLayer(l).ToString()).ToArray();
MQTTnetInitializer.Publisher?.SendLayers(layerNames, layerIndices);
var sls = SortingLayer.layers;
var sortingNames = sls.Select(sl => sl.name).ToArray();
var sortingIds = sls.Select(sl => sl.id.ToString()).ToArray();
var sortingValues = sls.Select(sl => sl.value.ToString()).ToArray();
MQTTnetInitializer.Publisher?.SendSortingLayers(sortingNames, sortingIds, sortingValues);
#if UNITY_6000_0_OR_NEWER
// Version 6+ only, 2022.3 doesn't have class RenderingLayerMask, even though some renderingLayerMask fields/properties are declared
var renderingLayerCount = RenderingLayerMask.GetRenderingLayerCount();
var renderingLayerIndices = new string[renderingLayerCount];
var renderingLayerNames = new string[renderingLayerCount];
for (var i = 0; i < renderingLayerCount; i++)
{
renderingLayerIndices[i] = i.ToString();
renderingLayerNames[i] = RenderingLayerMask.RenderingLayerToName(i);
}
MQTTnetInitializer.Publisher?.SendRenderingLayers(renderingLayerNames, renderingLayerIndices);
#endif // UNITY_6000_0_OR_NEWER
}
public static bool GetCodeEditor(bool checkVersion, out bool isVisualStudio, out bool isVisualStudioCode, out string? error)
{
isVisualStudio = false;
isVisualStudioCode = false;
if (CodeEditor.Editor.CurrentCodeEditor.TryGetInstallationForPath(CodeEditor.CurrentEditorInstallation, out var installation))
{
if (installation.Name.StartsWith("Visual Studio Code"))
isVisualStudioCode = true;
else if (installation.Name.StartsWith("Visual Studio"))
isVisualStudio = true;
if (!isVisualStudioCode && !isVisualStudio)
{
error = $"Unsupported code editor: {installation.Name}. Unity Code Assist only supports Visual Studio and Visual Studio Code";
return false;
}
if (installation.Name.Contains("(internal)"))
{
error = "Code editor set but not working properly. Please try updating 'Visual Studio Editor' package";
return false;
}
if (!checkVersion)
{
error = null;
return true;
}
var versionRegex = new System.Text.RegularExpressions.Regex(".*\\[([\\d\\.]+)\\]");
var versionStr = versionRegex.Match(installation.Name).Groups.ElementAtOrDefault(1)?.Value;
if (isVisualStudioCode && !string.IsNullOrEmpty(versionStr) && (VersionCompare(versionStr!, "1.76") < 0))
{
error = $"Version {versionStr} of Visual Studio Code is not supported by Unity Code Assist. Please update Visual Studio Code";
return false;
}
if (isVisualStudio && !string.IsNullOrEmpty(versionStr) && (VersionCompare(versionStr!, "17") < 0))
{
error = $"Version {versionStr} of Visual Studio is not supported by Unity Code Assist. Please update Visual Studio";
return false;
}
error = null;
return true;
}
else
{
error = "No code editor found. Please set it through 'Edit'->'Preferences'->'External Tools'->'External Script Editor'";
return false;
}
}
//https://www.geeksforgeeks.org/compare-two-version-numbers/amp/
public static int VersionCompare(string v1, string v2)
{
// vnum stores each numeric
// part of version
int vnum1 = 0, vnum2 = 0;
// loop until both string are
// processed
for (int i = 0, j = 0; (i < v1.Length || j < v2.Length);)
{
// storing numeric part of
// version 1 in vnum1
while (i < v1.Length && v1[i] != '.')
{
vnum1 = vnum1 * 10 + (v1[i] - '0');
i++;
}
// storing numeric part of
// version 2 in vnum2
while (j < v2.Length && v2[j] != '.')
{
vnum2 = vnum2 * 10 + (v2[j] - '0');
j++;
}
if (vnum1 > vnum2)
return 1;
if (vnum2 > vnum1)
return -1;
// if equal, reset variables and
// go for next numeric part
vnum1 = vnum2 = 0;
i++;
j++;
}
return 0;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 394bf783968f6dd4ab2ca0e1e7258147
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,390 @@
using System;
using System.IO;
using System.Linq;
using System.Security.AccessControl;
using System.Security.Principal;
#pragma warning disable IDE0005
using Serilog = Meryel.Serilog;
#pragma warning restore IDE0005
#nullable enable
namespace Meryel.UnityCodeAssist.Editor
{
// copied from Exporter.cs in VSIX
public static class Cleanup
{
public static bool DoCleanup()
{
var assetsPath = UnityEngine.Application.dataPath;
var _solutionDirectory = CommonTools.GetProjectPath();
var destination = _solutionDirectory;
var oldDestination = assetsPath;
var succeed = true;
try
{
Cleanup1(oldDestination);
Cleanup2(oldDestination);
Cleanup3(oldDestination, _solutionDirectory);
Cleanup4(oldDestination);
}
catch (Exception ex)
{
succeed = false;
Serilog.Log.Error(ex, "DoCleanup failed at {Destination}", destination);
}
return succeed;
}
private static void DeleteFileAndItsMeta(string filePath)
{
if (File.Exists(filePath))
{
Serilog.Log.Debug("Deleting file {File}", filePath);
//File.Delete(filePath);
DeleteFileAux(filePath);
Serilog.Log.Debug("Deleted file {File} {Exists}", filePath, File.Exists(filePath));
}
var metaFilePath = filePath + ".meta";
if (File.Exists(metaFilePath))
{
Serilog.Log.Debug("Deleting meta file {File}", metaFilePath);
//File.Delete(metaFilePath);
DeleteFileAux(metaFilePath);
Serilog.Log.Debug("Deleted file {File} {Exists}", metaFilePath, File.Exists(metaFilePath));
}
}
private static bool IsDirectoryExistsAndEmpty(string path)
{
return Directory.Exists(path) && !Directory.EnumerateFileSystemEntries(path).Any();
}
private static void DeleteDirectoryAndItsMeta(string directoryPath)
{
if (IsDirectoryExistsAndEmpty(directoryPath))
{
Serilog.Log.Debug("Deleting directory {Dir}", directoryPath);
Directory.Delete(directoryPath);
Serilog.Log.Debug("Deleted directory {Dir} {Exists}", directoryPath, IsDirectoryExistsAndEmpty(directoryPath));
var metaFilePath = directoryPath + ".meta";
if (File.Exists(metaFilePath))
{
Serilog.Log.Debug("Deleting directory meta file {File}", metaFilePath);
//File.Delete(metaFilePath);
DeleteFileAux(metaFilePath);
Serilog.Log.Debug("Deleted directory meta file {File} {Exists}", metaFilePath, File.Exists(metaFilePath));
}
}
}
private static void DeleteFileAux(string filePath)
{
try
{
File.Delete(filePath);
}
catch (UnauthorizedAccessException)
{
var fileDirectoryPath = Path.GetDirectoryName(filePath);
SetEveryoneAccessToDirectory(fileDirectoryPath, out _);
TakeOwnership(filePath);
File.Delete(filePath);
}
}
/// <summary>
/// Set Everyone Full Control permissions for selected directory
/// </summary>
/// <param name="dirName"></param>
/// <returns></returns>
static bool SetEveryoneAccessToDirectory(string dirName, out string _lastError)
{
try
{
// Make sure directory exists
if (Directory.Exists(dirName) == false)
throw new Exception(string.Format("Directory {0} does not exist, so permissions cannot be set.", dirName));
// Get directory access info
DirectoryInfo dinfo = new DirectoryInfo(dirName);
DirectorySecurity dSecurity = dinfo.GetAccessControl();
// Add the FileSystemAccessRule to the security settings.
dSecurity.AddAccessRule(new FileSystemAccessRule(new SecurityIdentifier(WellKnownSidType.WorldSid, null), FileSystemRights.FullControl, InheritanceFlags.ObjectInherit | InheritanceFlags.ContainerInherit, PropagationFlags.NoPropagateInherit, AccessControlType.Allow));
// Set the access control
dinfo.SetAccessControl(dSecurity);
_lastError = String.Format("Everyone FullControl Permissions were set for directory {0}", dirName);
return true;
}
catch (Exception ex)
{
_lastError = ex.Message;
return false;
}
}
/// <summary>
///
/// </summary>
/// <param name="solutionDirectory"></param>
/// <param name="cs_7_3_orLower"></param>
/// <param name="cs_8_0"></param>
/// <param name="cs_9_0_orHigher"></param>
/// <returns>
/// 7 if C# 7.3 or lower,
/// 8 if C# 8.0 (.netstandard2.0),
/// 9 if C# 9.0 (.netstandard2.1),
/// -1 if error
/// </returns>
public static int GetCSharpVersionFromUnityProjectVersionFile(string? solutionDirectory)
{
if (string.IsNullOrEmpty(solutionDirectory))
return -1;
var projectVersionFilePath = System.IO.Path.Combine(solutionDirectory, "ProjectSettings/ProjectVersion.txt");
if (!System.IO.File.Exists(projectVersionFilePath))
return -1;
string? version = null;
string[]? readText = null;
try
{
readText = System.IO.File.ReadAllLines(projectVersionFilePath);
// format is m_EditorVersion: 2018.2.0b7
string[] versionText = readText[0].Split(' ');
version = versionText[1];
}
catch (Exception ex)
{
Serilog.Log.Error(ex, "Project version file parsing error {FirstLine}", readText?.FirstOrDefault());
return -1;
}
if (version == null)
{
Serilog.Log.Error("Parsed project version is null");
return -1;
}
// see my personal notes for Unity version X C# version table
// which is at OneNote->ShinSekai->CEPostRelease->UnityCompilerC#VersionTable
if (version.StartsWith("5.") || version.StartsWith("2017.") ||
version.StartsWith("2018.") || version.StartsWith("2019.") || version.StartsWith("2020.1."))
return 7;
if (version.StartsWith("2020.") || version.StartsWith("2021.1."))
return 8;
if (version.StartsWith("2021.") || version.StartsWith("2022.") ||
version.StartsWith("2023.") || version.StartsWith("6000."))
return 9;
Serilog.Log.Error("Parsed project version is unknown {Version}", version);
return -1;
}
private static void TakeOwnership(string filename)
{
// Remove read-only attribute
File.SetAttributes(filename, File.GetAttributes(filename) & ~FileAttributes.ReadOnly);
FileSecurity security = new FileSecurity();
SecurityIdentifier sid = WindowsIdentity.GetCurrent().User;
security.SetOwner(sid);
security.SetAccessRule(new FileSystemAccessRule(sid, FileSystemRights.FullControl, AccessControlType.Allow));
File.SetAccessControl(filename, security);
}
private static void Cleanup1(string destination)
{
// prior to version UCA.v.1.1.9, syncronizerModel and yamlDotNet dll files were located at ProjectPath/Assets/Plugins/CodeAssist/Editor/ExternalReferences/Release/netstandard2.0
// with version UCA.v.1.1.9 and newer versions, they are located at ProjectPath/Assets/Plugins/CodeAssist/Editor/ExternalReferences
// delete ProjectPath/Assets/Plugins/CodeAssist/Editor/ExternalReferences/Release
var oldBinariesDirectory = Path.Combine(destination, "Plugins/CodeAssist/Editor/ExternalReferences/Release/netstandard2.0");
if (Directory.Exists(oldBinariesDirectory))
{
// dont just delete the directory for security reasons, instead delete binary files one by one
Serilog.Log.Debug("Old binaries directory exists at {Location}", oldBinariesDirectory);
var files = new string[]
{
"UnityCodeAssistSynchronizerModel.deps.json",
"UnityCodeAssistSynchronizerModel.dll",
"UnityCodeAssistSynchronizerModel.pdb",
"UnityCodeAssistYamlDotNet.deps.json",
"UnityCodeAssistYamlDotNet.dll",
"UnityCodeAssistYamlDotNet.pdb",
"UnityCodeAssistYamlDotNet.xml",
};
foreach (var file in files)
{
var filePath = Path.Combine(oldBinariesDirectory, file);
DeleteFileAndItsMeta(filePath);
}
DeleteDirectoryAndItsMeta(oldBinariesDirectory);
}
var oldBinariesDirectory2 = Path.Combine(destination, "Plugins/CodeAssist/Editor/ExternalReferences/Release");
DeleteDirectoryAndItsMeta(oldBinariesDirectory2);
// also delete old vsix, it's now renamed as Meryel.UnityCodeAssist.VSIX.vsix
var oldVsixFilePath = Path.Combine(destination, "Plugins/CodeAssist/UnityCodeAssistVSIX.vsix");
DeleteFileAndItsMeta(oldVsixFilePath);
}
private static void Cleanup2(string destination)
{
// with version 1.1.12, dll files has been customized (renamed and changed their namespace) (so that they dont conflict with user's other dll files, if he tries to use them)
// delete AsyncIO.dll, and use Meryel.UnityCodeAssist.AsyncIO.dll instead
var files = new string[]
{
"AsyncIO.dll",
"NaCl.dll",
"NetMQ.dll",
"Serilog.dll",
"Serilog.Sinks.PersistentFile.dll",
};
var binariesDirectory = Path.Combine(destination, "Plugins/CodeAssist/Editor/ExternalReferences");
foreach (var file in files)
{
var filePath = Path.Combine(binariesDirectory, file);
DeleteFileAndItsMeta(filePath);
}
}
private static void Cleanup3(string destination, string solutionDirectory)
{
// as it turns out, .netstandard2.1 does not need system binaries (for C#9.0, unity versions 2021.2 and newer)
//var cSharpVersion = CommonVS.VSCommonTools.GetCSharpVersionFromUnityProjectVersionFile(solutionDirectory);
var cSharpVersion = GetCSharpVersionFromUnityProjectVersionFile(solutionDirectory);
if (cSharpVersion < 9)
return;
var systemBinaryFiles = new string[]
{
"System.Buffers.dll",
"System.Memory.dll",
"System.Runtime.CompilerServices.Unsafe.dll",
"System.Threading.Tasks.Extensions.dll",
};
var binariesDirectory = Path.Combine(destination, "Plugins/CodeAssist/Editor/ExternalReferences");
foreach (var file in systemBinaryFiles)
{
var filePath = Path.Combine(binariesDirectory, file);
DeleteFileAndItsMeta(filePath);
}
}
private static void Cleanup4(string destination)
{
// with version 1.2, asset directory moved from Assets/Plugins/CodeAssist to Packages/com.merry-yellow.code-assist
// so remove all files from the old directory
var directory = Path.Combine(destination, "Plugins/CodeAssist/Editor");
var content = new string[]
{
@"TinyJson/JsonWriter.cs",
@"TinyJson/JsonParser.cs",
@"Preferences/RegistryMonitor.cs",
@"Preferences/PreferenceStorageAccessor.cs",
@"Preferences/PreferenceMonitor.cs",
@"Preferences/PreferenceEntryHolder.cs",
@"Logger/UnitySink.cs",
@"Logger/MemorySink.cs",
@"Logger/ELogger.cs",
@"Logger/DomainHashEnricher.cs",
@"Logger/CommonTools.cs",
@"Logger/Attributes.cs",
@"Input/UnityInputManager.cs",
@"Input/Text2Yaml.cs",
@"Input/InputManagerMonitor.cs",
@"Input/Binary2TextExec.cs",
@"ExternalReferences/Meryel.UnityCodeAssist.YamlDotNet.xml",
@"ExternalReferences/Meryel.UnityCodeAssist.YamlDotNet.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.YamlDotNet.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.YamlDotNet.deps.json",
@"ExternalReferences/Meryel.UnityCodeAssist.SynchronizerModel.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.SynchronizerModel.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.SynchronizerModel.deps.json",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.xml",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.Sinks.PersistentFile.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.Sinks.PersistentFile.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.Sinks.PersistentFile.deps.json",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.Serilog.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.NetMQ.xml",
@"ExternalReferences/Meryel.UnityCodeAssist.NetMQ.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.NetMQ.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.NetMQ.deps.json",
@"ExternalReferences/Meryel.UnityCodeAssist.NaCl.xml",
@"ExternalReferences/Meryel.UnityCodeAssist.NaCl.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.NaCl.dll",
@"ExternalReferences/Meryel.UnityCodeAssist.AsyncIO.pdb",
@"ExternalReferences/Meryel.UnityCodeAssist.AsyncIO.dll",
@"EditorCoroutines/EditorWindowCoroutineExtension.cs",
@"EditorCoroutines/EditorWaitForSeconds.cs",
@"EditorCoroutines/EditorCoroutineUtility.cs",
@"EditorCoroutines/EditorCoroutine.cs",
@"UnityClassExtensions.cs",
@"StatusWindow.cs",
@"ScriptFinder.cs",
@"NetMQPublisher.cs",
@"NetMQInitializer.cs",
@"Monitor.cs",
@"MerryYellow.CodeAssist.Editor.asmdef",
@"MainThreadDispatcher.cs",
@"LazyInitializer.cs",
@"FeedbackWindow.cs",
@"Assister.cs",
@"AboutWindow.cs",
//@"TinyJson",
//@"Preferences",
//@"Logger",
//@"Input",
//@"ExternalReferences",
//@"EditorCoroutines",
};
foreach (var c in content)
{
var path = Path.Combine(directory, c);
DeleteFileAndItsMeta(path);
}
}
}
}
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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
/// <summary>
/// A handle to an EditorCoroutine, can be passed to <see cref="EditorCoroutineUtility">EditorCoroutineUtility</see> methods to control lifetime.
/// </summary>
public class EditorCoroutine
{
private struct YieldProcessor
{
enum DataType : byte
{
None = 0,
WaitForSeconds = 1,
EditorCoroutine = 2,
AsyncOP = 3,
}
struct ProcessorData
{
public DataType type;
public double targetTime;
public object current;
}
ProcessorData data;
public void Set(object yield)
{
if (yield == data.current)
return;
var type = yield.GetType();
var dataType = DataType.None;
double targetTime = -1;
if(type == typeof(EditorWaitForSeconds))
{
targetTime = EditorApplication.timeSinceStartup + (yield as EditorWaitForSeconds).WaitTime;
dataType = DataType.WaitForSeconds;
}
else if(type == typeof(EditorCoroutine))
{
dataType = DataType.EditorCoroutine;
}
else if(type == typeof(AsyncOperation) || type.IsSubclassOf(typeof(AsyncOperation)))
{
dataType = DataType.AsyncOP;
}
data = new ProcessorData { current = yield, targetTime = targetTime, type = dataType };
}
public bool MoveNext(IEnumerator enumerator)
{
var advance = data.type switch
{
DataType.WaitForSeconds => data.targetTime <= EditorApplication.timeSinceStartup,
DataType.EditorCoroutine => (data.current as EditorCoroutine).m_IsDone,
DataType.AsyncOP => (data.current as AsyncOperation).isDone,
_ => data.current == enumerator.Current,//a IEnumerator or a plain object was passed to the implementation
};
if (advance)
{
data = default;// (ProcessorData);
return enumerator.MoveNext();
}
return true;
}
}
internal WeakReference m_Owner;
IEnumerator m_Routine;
YieldProcessor m_Processor;
bool m_IsDone;
internal EditorCoroutine(IEnumerator routine)
{
m_Owner = null;
m_Routine = routine;
EditorApplication.update += MoveNext;
}
internal EditorCoroutine(IEnumerator routine, object owner)
{
m_Processor = new YieldProcessor();
m_Owner = new WeakReference(owner);
m_Routine = routine;
EditorApplication.update += MoveNext;
}
internal void MoveNext()
{
if (m_Owner != null && !m_Owner.IsAlive)
{
EditorApplication.update -= MoveNext;
return;
}
bool done = ProcessIEnumeratorRecursive(m_Routine);
m_IsDone = !done;
if (m_IsDone)
EditorApplication.update -= MoveNext;
}
static readonly Stack<IEnumerator> kIEnumeratorProcessingStack = new Stack<IEnumerator>(32);
private bool ProcessIEnumeratorRecursive(IEnumerator enumerator)
{
var root = enumerator;
while(enumerator.Current as IEnumerator != null)
{
kIEnumeratorProcessingStack.Push(enumerator);
enumerator = enumerator.Current as IEnumerator;
}
//process leaf
m_Processor.Set(enumerator.Current);
var result = m_Processor.MoveNext(enumerator);
while (kIEnumeratorProcessingStack.Count > 1)
{
if (!result)
{
result = kIEnumeratorProcessingStack.Pop().MoveNext();
}
else
kIEnumeratorProcessingStack.Clear();
}
if (kIEnumeratorProcessingStack.Count > 0 && !result && root == kIEnumeratorProcessingStack.Pop())
{
result = root.MoveNext();
}
return result;
}
internal void Stop()
{
m_Owner = null;
m_Routine = null;
EditorApplication.update -= MoveNext;
}
}
}
@@ -0,0 +1,11 @@
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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System.Collections;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
public static class EditorCoroutineUtility
{
/// <summary>
/// Starts an <see cref ="EditorCoroutine">EditorCoroutine</see> with the specified owner object.
/// If the garbage collector collects the owner object, while the resulting coroutine is still executing, the coroutine will stop running.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class ExampleWindow : EditorWindow
/// {
/// int m_Updates = 0;
/// void OnEnable()
/// {
/// EditorCoroutineUtility.StartCoroutine(CountEditorUpdates(), this);
/// }
///
/// IEnumerator CountEditorUpdates()
/// {
/// while (true)
/// {
/// ++m_Updates;
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"> IEnumerator to iterate over. </param>
/// <param name="owner">Object owning the coroutine. </param>
/// <remarks>
/// Only types that don't inherit from <see cref="UnityEngine.Object">UnityEngine.Object</see> will get collected the next time the GC runs instead of getting null-ed immediately.
/// </remarks>
/// <returns>A handle to an <see cref="EditorCoroutine">EditorCoroutine</see>.</returns>
public static EditorCoroutine StartCoroutine(IEnumerator routine, object owner)
{
return new EditorCoroutine(routine, owner);
}
/// <summary>
/// This method starts an <see cref="EditorCoroutine">EditorCoroutine</see> without an owning object. The <see cref="EditorCoroutine">EditorCoroutine</see> runs until it completes or is canceled using <see cref="StopCoroutine(EditorCoroutine)">StopCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// void OnEnable()
/// {
/// EditorCoroutineUtility.StartCoroutineOwnerless(LogTimeSinceStartup());
/// }
///
/// IEnumerator LogTimeSinceStartup()
/// {
/// while (true)
/// {
/// Debug.LogFormat("Time since startup: {0} s", Time.realtimeSinceStartup);
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"> Generator function to execute. </param>
/// <returns>A handle to an <see cref="EditorCoroutine">EditorCoroutine.</see></returns>
public static EditorCoroutine StartCoroutineOwnerless(IEnumerator routine)
{
return new EditorCoroutine(routine);
}
/// <summary>
/// Immediately stop an <see cref="EditorCoroutine">EditorCoroutine</see>. This method is safe to call on an already completed <see cref="EditorCoroutine">EditorCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// EditorCoroutine m_LoggerCoroutine;
/// void OnEnable()
/// {
/// m_LoggerCoroutine = EditorCoroutineUtility.StartCoroutineOwnerless(LogRunning());
/// }
///
/// void OnDisable()
/// {
/// EditorCoroutineUtility.StopCoroutine(m_LoggerCoroutine);
/// }
///
/// IEnumerator LogRunning()
/// {
/// while (true)
/// {
/// Debug.Log("Running");
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="coroutine">A handle to an <see cref="EditorCoroutine">EditorCoroutine.</see></param>
public static void StopCoroutine(EditorCoroutine coroutine)
{
if (coroutine == null)
{
Serilog.Log.Warning("EditorCoroutine handle is null.");
return;
}
coroutine.Stop();
}
}
}
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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
/// <summary>
/// Suspends the <see cref="EditorCoroutine">EditorCoroutine</see> execution for the given amount of seconds, using unscaled time.
/// The coroutine execution continues after the specified time has elapsed.
/// <code>
/// using System.Collections;
/// using UnityEngine;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class MyEditorWindow : EditorWindow
/// {
/// IEnumerator PrintEachSecond()
/// {
/// var waitForOneSecond = new EditorWaitForSeconds(1.0f);
///
/// while (true)
/// {
/// yield return waitForOneSecond;
/// Debug.Log("Printing each second");
/// }
/// }
/// }
/// </code>
/// </summary>
public class EditorWaitForSeconds
{
/// <summary>
/// The time to wait in seconds.
/// </summary>
public float WaitTime { get; }
/// <summary>
/// Creates a instruction object for yielding inside a generator function.
/// </summary>
/// <param name="time">The amount of time to wait in seconds.</param>
public EditorWaitForSeconds(float time)
{
WaitTime = time;
}
}
}
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/*
* Derived from Unity package
* https://docs.unity3d.com/Packages/com.unity.editorcoroutines@0.0/api/Unity.EditorCoroutines.Editor.html
*/
using System.Collections;
using UnityEditor;
using UnityEngine;
//namespace Unity.EditorCoroutines.Editor
namespace Meryel.UnityCodeAssist.Editor.EditorCoroutines
{
public static class EditorWindowCoroutineExtension
{
/// <summary>
/// Start an <see cref="EditorCoroutine">EditorCoroutine</see>, owned by the calling <see cref="EditorWindow">EditorWindow</see> instance.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
///
/// public class ExampleWindow : EditorWindow
/// {
/// void OnEnable()
/// {
/// this.StartCoroutine(CloseWindowDelayed());
/// }
///
/// IEnumerator CloseWindowDelayed() //close the window after 1000 frames have elapsed
/// {
/// int count = 1000;
/// while (count > 0)
/// {
/// yield return null;
/// }
/// Close();
/// }
/// }
/// </code>
/// </summary>
/// <param name="routine"></param>
/// <returns></returns>
public static EditorCoroutine StartCoroutine(this EditorWindow window, IEnumerator routine)
{
return new EditorCoroutine(routine, window);
}
/// <summary>
/// Immediately stop an <see cref="EditorCoroutine">EditorCoroutine</see> that was started by the calling <see cref="EditorWindow"/> instance. This method is safe to call on an already completed <see cref="EditorCoroutine">EditorCoroutine</see>.
/// <code>
/// using System.Collections;
/// using Unity.EditorCoroutines.Editor;
/// using UnityEditor;
/// using UnityEngine;
///
/// public class ExampleWindow : EditorWindow
/// {
/// EditorCoroutine coroutine;
/// void OnEnable()
/// {
/// coroutine = this.StartCoroutine(CloseWindowDelayed());
/// }
///
/// private void OnDisable()
/// {
/// this.StopCoroutine(coroutine);
/// }
///
/// IEnumerator CloseWindowDelayed()
/// {
/// while (true)
/// {
/// Debug.Log("Running");
/// yield return null;
/// }
/// }
/// }
/// </code>
/// </summary>
/// <param name="coroutine"></param>
public static void StopCoroutine(this EditorWindow window, EditorCoroutine coroutine)
{
if(coroutine == null)
{
Serilog.Log.Warning("Provided EditorCoroutine handle is null.");
return;
}
if(coroutine.m_Owner == null)
{
Serilog.Log.Error("The EditorCoroutine is ownerless. Please use EditorCoroutineEditor.StopCoroutine to terminate such coroutines.");
return;
}
if (!coroutine.m_Owner.IsAlive)
return; //The EditorCoroutine's owner was already terminated execution will cease next time it is processed
var owner = coroutine.m_Owner.Target as EditorWindow;
if (owner == null || owner != null && owner != window)
{
Serilog.Log.Error("The EditorCoroutine is owned by another object: {0}.", coroutine.m_Owner.Target);
return;
}
EditorCoroutineUtility.StopCoroutine(coroutine);
}
}
}
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