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AIC-Project/Client/PackageLocal/com.unity.pipeline@0.4.0-exp.1/Editor/Authoring/ObjectResolver.cs
T

251 lines
8.8 KiB
C#

using Unity.Pipeline.Models;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Unity.Pipeline.Editor.Authoring
{
/// <summary>
/// Resolves an agent-supplied <see cref="ObjectRef"/> handle to a live UnityEngine.Object, and
/// describes any object back into a canonical <see cref="AuthoringResult"/> identity.
/// Backed by GlobalObjectId, which addresses both assets (GUID + fileId) and scene objects.
/// </summary>
public static class ObjectResolver
{
/// <summary>
/// Try to resolve a handle to a loaded object. Returns false with an <paramref name="error"/>
/// when the handle is empty or does not resolve.
/// </summary>
public static bool TryResolve(ObjectRef handle, out Object obj, out string error)
{
obj = null;
error = null;
if (handle == null || handle.IsEmpty)
{
error = "Empty object reference.";
return false;
}
// 1. Canonical GlobalObjectId.
if (!string.IsNullOrEmpty(handle.GlobalId))
{
if (!GlobalObjectId.TryParse(handle.GlobalId, out var gid))
{
error = $"Invalid globalId '{handle.GlobalId}'.";
return false;
}
obj = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(gid);
if (obj != null)
return true;
error = $"globalId '{handle.GlobalId}' did not resolve to a loaded object.";
return false;
}
// 2. Asset path. Explicit "Assets/"/"Packages/"-rooted paths load as-is; a bare relative
// path (e.g. "Materials/Floor.mat") is normalized under the authoring root first. If it
// does not resolve to an asset, fall back to a hierarchy lookup so dotted GameObject names
// (e.g. "Cube.001") still resolve, and report every strategy that was tried.
if (!string.IsNullOrEmpty(handle.Path))
{
var raw = handle.Path;
var explicitlyRooted = IsExplicitlyRooted(raw);
var assetPath = raw;
if (!explicitlyRooted)
{
var resolved = ProjectPaths.Resolve(raw, out _);
if (!string.IsNullOrEmpty(resolved))
assetPath = resolved;
}
obj = AssetDatabase.LoadMainAssetAtPath(assetPath);
if (obj != null)
return true;
if (explicitlyRooted)
{
error = $"No asset at path '{raw}'.";
return false;
}
// A bare relative string may actually be a scene hierarchy path with a dotted name.
var go = FindByHierarchyPath(raw);
if (go != null)
{
obj = go;
return true;
}
error = $"Could not resolve '{raw}': no asset at '{assetPath}', no GameObject at hierarchy path '{raw}'.";
return false;
}
// 3. GUID (+ optional fileId for sub-assets).
if (!string.IsNullOrEmpty(handle.Guid))
{
var path = AssetDatabase.GUIDToAssetPath(handle.Guid);
if (string.IsNullOrEmpty(path))
{
error = $"Unknown GUID '{handle.Guid}'.";
return false;
}
if (handle.FileId.HasValue)
{
foreach (var candidate in AssetDatabase.LoadAllAssetsAtPath(path))
{
if (candidate != null &&
AssetDatabase.TryGetGUIDAndLocalFileIdentifier(candidate, out _, out long localId) &&
localId == handle.FileId.Value)
{
obj = candidate;
return true;
}
}
error = $"No sub-asset with fileId {handle.FileId} in '{path}'.";
return false;
}
obj = AssetDatabase.LoadMainAssetAtPath(path);
if (obj != null)
return true;
error = $"Could not load asset '{path}'.";
return false;
}
// 4. Instance id (loaded/scene object).
if (handle.InstanceId.HasValue)
{
obj = PipelineUtils.IdToObject(handle.InstanceId.Value);
if (obj != null)
return true;
error = $"No loaded object with instanceId {handle.InstanceId}.";
return false;
}
// 5. Scene hierarchy path.
if (!string.IsNullOrEmpty(handle.HierarchyPath))
{
var go = FindByHierarchyPath(handle.HierarchyPath);
if (go != null)
{
obj = go;
return true;
}
error = $"No GameObject at hierarchy path '{handle.HierarchyPath}'.";
return false;
}
error = "Empty object reference.";
return false;
}
/// <summary>
/// Produce the canonical identity for an object (assets get path/guid/fileId; loaded objects
/// get instanceId/hierarchyPath). Returns null for a null object.
/// </summary>
public static AuthoringResult Describe(Object obj)
{
if (obj == null)
return null;
var result = new AuthoringResult { Type = obj.GetType().Name };
var assetPath = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(assetPath))
{
result.AssetPath = assetPath;
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long localId))
{
result.Guid = guid;
result.FileId = localId;
}
}
else
{
result.InstanceId = PipelineUtils.GetObjectId(obj);
var go = obj as GameObject ?? (obj as Component)?.gameObject;
if (go != null)
result.HierarchyPath = GetHierarchyPath(go);
}
// Not every object has a global id (e.g. transient objects); ignore failures.
try
{
result.GlobalId = GlobalObjectId.GetGlobalObjectIdSlow(obj).ToString();
}
catch
{
// leave GlobalId null
}
return result;
}
/// <summary>True when a path is explicitly rooted at "Assets/" or "Packages/" (or is exactly one of those).</summary>
private static bool IsExplicitlyRooted(string path) =>
path == "Assets" || path == "Packages"
|| path.StartsWith("Assets/", System.StringComparison.Ordinal)
|| path.StartsWith("Packages/", System.StringComparison.Ordinal);
private static GameObject FindByHierarchyPath(string path)
{
var parts = path.Trim('/').Split('/');
if (parts.Length == 0 || string.IsNullOrEmpty(parts[0]))
return null;
for (int s = 0; s < SceneManager.sceneCount; s++)
{
var scene = SceneManager.GetSceneAt(s);
if (!scene.isLoaded)
continue;
foreach (var root in scene.GetRootGameObjects())
{
if (root.name != parts[0])
continue;
var current = root.transform;
var matched = true;
for (int i = 1; i < parts.Length; i++)
{
var child = current.Find(parts[i]);
if (child == null)
{
matched = false;
break;
}
current = child;
}
if (matched)
return current.gameObject;
}
}
return null;
}
private static string GetHierarchyPath(GameObject go)
{
var sb = new System.Text.StringBuilder(go.name);
var parent = go.transform.parent;
while (parent != null)
{
sb.Insert(0, parent.name + "/");
parent = parent.parent;
}
return "/" + sb;
}
}
}