Files
sbox-public/engine/Sandbox.Tools/Scene/SceneExtensions.cs
Sol Williams c8d2718548 Inspector: resolve SceneEditorSession from target (#3727)
* Helper funcs to resolve SceneEditorSession from GameObject/Component
* Inspector/ControlWidgets use the correct session/undo stack by resolving from target, instead of heavy-handedly swapping the active session
* ButtonControlWidget: push the GameObject's scene on invoke
2026-01-12 14:31:39 +00:00

161 lines
4.0 KiB
C#

using Facepunch.ActionGraphs;
using Sandbox.ActionGraphs;
using System;
using System.Text.Json.Nodes;
namespace Sandbox;
public static partial class SceneExtensions
{
/// <summary>
/// We should make this globally reachanle at some point. Should be able to draw icons using bitmaps etc too.
/// </summary>
public static Editor.Menu CreateContextMenu( this Scene scene, Widget parent = null )
{
var menu = new Editor.Menu( parent );
menu.AddOption( "Save", "save", action: () => scene.Editor?.Save( false ) ).Enabled = (scene.Editor?.HasUnsavedChanges ?? false) && scene.Source is not null;
menu.AddOption( "Save Scene As..", action: () => scene.Editor?.Save( true ) );
return menu;
}
/// <summary>
/// Copy the target <see cref="Component"/> to the clipboard.
/// </summary>
/// <param name="component"></param>
public static void CopyToClipboard( this Component component )
{
var session = SceneEditorSession.Resolve( component );
using var scene = session.Scene.Push();
var result = component.Serialize();
if ( result is null ) return;
EditorUtility.Clipboard.Copy( result.ToString() );
}
/// <summary>
/// Paste component values from clipboard to the target <see cref="Component"/>.
/// </summary>
/// <param name="target"></param>
public static void PasteValues( this Component target )
{
var text = EditorUtility.Clipboard.Paste();
try
{
if ( JsonNode.Parse( text ) is not JsonObject pastedJso )
return;
var session = SceneEditorSession.Resolve( target );
using var scene = session.Scene.Push();
using ( session.UndoScope( "Paste Component Values" ).WithComponentChanges( target ).Push() )
{
pastedJso.AsObject().Remove( "__guid" );
target.DeserializeImmediately( pastedJso );
}
}
catch
{
// Do nothing.
}
}
/// <summary>
/// Return true if this object should be shown in the GameObject list
/// </summary>
public static bool ShouldShowInHierarchy( this GameObject target )
{
if ( target is null ) return false;
if ( target.Flags.Contains( GameObjectFlags.Hidden ) ) return false;
return true;
}
/// <summary>
/// Paste a <see cref="Component"/> as a new component on the target <see cref="GameObject"/>.
/// </summary>
/// <param name="target"></param>
public static void PasteComponent( this GameObject target )
{
var text = EditorUtility.Clipboard.Paste();
var session = SceneEditorSession.Resolve( target );
using var scene = session.Scene.Push();
try
{
if ( JsonNode.Parse( text ) is not JsonObject pastedJso )
return;
var componentType = TypeLibrary.GetType<Component>( (string)pastedJso["__type"] );
if ( componentType is null )
{
Log.Warning( $"TypeLibrary couldn't find {nameof( Component )} type {pastedJso["__type"]}" );
return;
}
using ( session.UndoScope( $"Paste {componentType.Name} As New" ).WithComponentCreations().Push() )
{
SceneUtility.MakeIdGuidsUnique( pastedJso );
var cmp = target.Components.Create( componentType );
cmp.DeserializeImmediately( pastedJso );
}
}
catch
{
// Do nothing.
}
}
public static void PaintComponentIcon( this TypeDescription td, Rect rect, float opacity = 1 )
{
Paint.SetPen( Theme.Green.WithAlpha( opacity ) );
Paint.DrawIcon( rect, td.Icon, rect.Height, TextFlag.Center );
}
public static void EnableEditorRigidBody( this Scene scene, Rigidbody body, bool enabled )
{
var system = scene.GetSystem<ScenePhysicsSystem>();
if ( system is null )
return;
if ( enabled )
{
system.AddRigidBody( body );
}
else
{
system.RemoveRigidBody( body );
}
}
public static void DisableEditorRigidBodies( this Scene scene )
{
var system = scene.GetSystem<ScenePhysicsSystem>();
if ( system is null )
return;
system.RemoveRigidBodies();
}
public static void EnableEditorPhysics( this Scene scene, bool enabled )
{
var system = scene.GetSystem<ScenePhysicsSystem>();
if ( system is null )
return;
system.Enabled = enabled;
}
public static void SetTargetTransform( this Rigidbody body, Transform? tx )
{
body.TargetTransform = tx;
}
}