Init
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#if UNITY_EDITOR && !QC_DISABLED && !QC_DISABLE_BUILTIN_ALL && !QC_DISABLE_BUILTIN_EXTRA
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace QFSW.QC.Extras
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{
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internal static class EditorCommands
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{
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private static IEnumerable<GameObject> LoadPrefabs(string prefabName, params PrefabAssetType[] prefabTypes)
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{
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string filter = $"{prefabName} t:GameObject";
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string[] guids = AssetDatabase.FindAssets(filter);
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foreach (string guid in guids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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if (obj.name == prefabName)
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{
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if (prefabTypes.Contains(PrefabUtility.GetPrefabAssetType(obj)))
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{
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yield return obj;
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}
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}
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}
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}
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private static T ForceSingle<T>(IEnumerable<T> stream, string errorMessage, string warningMessage)
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{
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bool singleFound = false;
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T single = default;
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foreach (T item in stream)
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{
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if (singleFound)
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{
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Debug.LogWarning(warningMessage);
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break;
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}
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single = item;
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singleFound = true;
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}
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if (singleFound)
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{
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return single;
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}
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else
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{
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throw new ArgumentException(errorMessage);
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}
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}
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private static GameObject LoadPrefab(string prefabName)
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{
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IEnumerable<GameObject> prefabs = LoadPrefabs(prefabName, PrefabAssetType.Regular, PrefabAssetType.Variant);
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return ForceSingle(prefabs, $"No prefab with the name {prefabName} could be found.", $"Multiple prefabs with the name {prefabName} were found");
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}
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private static GameObject LoadModel(string modelName)
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{
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IEnumerable<GameObject> models = LoadPrefabs(modelName, PrefabAssetType.Model);
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return ForceSingle(models, $"No model with the name {modelName} could be found.", $"Multiple models with the name {modelName} were found");
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}
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[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromPrefab(
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[CommandParameterDescription("The name of the prefab to instantiate a copy of.")]string prefabName,
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[CommandParameterDescription("The position of the instantiated GameObject.")]Vector3 position,
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[CommandParameterDescription("The rotation of the instantiated GameObject.")]Quaternion rotation)
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{
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GameObject.Instantiate(LoadPrefab(prefabName), position, rotation);
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}
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[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromPrefab(string prefabName, Vector3 position)
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{
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GameObject prefab = LoadPrefab(prefabName);
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GameObject.Instantiate(prefab, position, prefab.transform.rotation);
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}
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[Command("instantiate-prefab", "Instantiates a GameObject from the specified prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromPrefab(string prefabName)
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{
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GameObject.Instantiate(LoadPrefab(prefabName));
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}
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[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromModelPrefab(
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[CommandParameterDescription("The name of the model to instantiate a copy of.")]string modelName,
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[CommandParameterDescription("The position of the instantiated GameObject.")]Vector3 position,
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[CommandParameterDescription("The rotation of the instantiated GameObject.")]Quaternion rotation)
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{
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GameObject.Instantiate(LoadModel(modelName), position, rotation);
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}
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[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromModelPrefab(string modelName, Vector3 position)
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{
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GameObject prefab = LoadModel(modelName);
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GameObject.Instantiate(prefab, position, prefab.transform.rotation);
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}
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[Command("instantiate-model", "Instantiates a GameObject from the specified model prefab", Platform.EditorPlatforms)]
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private static void InstantiateGOFromModelPrefab(string modelName)
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{
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GameObject.Instantiate(LoadModel(modelName));
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}
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}
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}
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#endif
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