Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:
- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
45c2f40) in Packages/manifest.json, packages-lock.json and
Directory.Build.props, together with the 8 ServerShared
[CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
Addressables key (bare GUID or guid[subAsset]) synchronously,
loading the GameObject and taking the component for the four sites
that load a component. ActionBarSlot, EntityInstance, ShipInstance
and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
inline "Assets/Resources/" prefix strips are gone with them.
CultCacheDrawers' schematic preview goes through
AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
[CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
is addressable, and satisfies its member's consumer-type contract
(Texture2D for icons/logos/schematics, a GameObject with the right
component for prefabs) - table-driven, so an attributed member with
no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
pinned CultLib revision, a throwaway console app, never landed)
walked all 138 attributed field slots across 180 documents,
rewriting the 30 non-empty Resources paths to their .meta GUIDs -
108 stayed empty, 0 unresolved, matching the map's census exactly.
Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
147 lines
7.3 KiB
C#
147 lines
7.3 KiB
C#
using System;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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using CultMath.UnityBridge;
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using GameCult.Caching;
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using GameCult.Unity.Caching.Editor;
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using MessagePack;
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using UnityEditor;
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using UnityEngine;
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using static CultMath.math;
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// Aetheria's Studio drawers: the inspection meaning CultLib's CultInspector attributes do not carry. Each draws only
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// the value types its attribute sits on and hands anything else back to built-in drawing.
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// The simple name of one of the attribute type's [Union] members, as a string
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[CultInspectorDrawer(typeof(InspectableTypeAttribute))]
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public sealed class InspectableTypeDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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var attribute = member?.GetCustomAttribute<InspectableTypeAttribute>();
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if (type != typeof(string) || attribute == null) return inspector.DrawDefault(label, type, value, member);
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var names = attribute.Type.GetCustomAttributes<UnionAttribute>(false).Select(union => union.SubType.Name).ToArray();
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var index = Array.IndexOf(names, value as string) + 1;
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var picked = EditorGUILayout.Popup(label, index, names.Prepend("None").ToArray());
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return picked == index ? value : picked == 0 ? null : names[picked - 1];
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}
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}
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[CultInspectorDrawer(typeof(InspectableColorAttribute))]
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public sealed class InspectableColorDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type == typeof(float3)) return EditorGUILayout.ColorField(label, ((float3) value).ToColor()).ToFloat3();
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if (type == typeof(float4)) return EditorGUILayout.ColorField(label, ((float4) value).ToColor()).ToCultMath();
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return inspector.DrawDefault(label, type, value, member);
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}
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}
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// Keyframes as (time, value, in tangent, out tangent), edited as a curve over the unit square
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[CultInspectorDrawer(typeof(InspectableAnimationCurveAttribute))]
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public sealed class InspectableAnimationCurveDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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float4[] keys;
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if (type == typeof(float4[])) keys = value as float4[];
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else if (type == typeof(BezierCurve)) keys = (value as BezierCurve)?.Keys;
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else return inspector.DrawDefault(label, type, value, member);
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EditorGUI.BeginChangeCheck();
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var curve = EditorGUILayout.CurveField(label, keys?.Length > 0 ? keys.ToCurve() : new AnimationCurve(), Color.yellow, new Rect(0, 0, 1, 1));
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if (!EditorGUI.EndChangeCheck()) return value;
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var edited = curve.keys.Select(k => float4(k.time, k.value, k.inTangent, k.outTangent)).ToArray();
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if (type == typeof(float4[])) return edited;
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var bezier = value as BezierCurve ?? new BezierCurve();
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bezier.Keys = edited;
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return bezier;
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}
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}
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// One Kelvin value shown and edited as Kelvin, Celsius and Fahrenheit
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[CultInspectorDrawer(typeof(InspectableTemperatureAttribute))]
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public sealed class InspectableTemperatureDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type != typeof(float)) return inspector.DrawDefault(label, type, value, member);
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var kelvin = (float) value;
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EditorGUI.BeginChangeCheck();
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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.PrefixLabel(label);
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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GUILayout.Label("°K", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = EditorGUILayout.DelayedFloatField(kelvin);
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GUILayout.Label("°C", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = EditorGUILayout.DelayedFloatField(kelvin - 273.15f) + 273.15f;
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GUILayout.Label("°F", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = (EditorGUILayout.DelayedFloatField((kelvin - 273.15f) * 1.8f + 32) - 32) / 1.8f + 273.15f;
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EditorGUI.indentLevel = indent;
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}
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return EditorGUI.EndChangeCheck() ? kelvin : value;
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}
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}
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// A size and a toggle per cell. When the owning item has a schematic texture, the texture lies under the grid and the
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// height follows its aspect; a hull's hardpoint cells are tinted. Both read the owning record through
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// inspector.Record, which is a read-only copy: nothing here writes to it.
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[CultInspectorDrawer(typeof(InspectableSchematicShapeAttribute))]
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public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
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{
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private static Material _schematicMaterial;
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type != typeof(Shape)) return inspector.DrawDefault(label, type, value, member);
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var shape = value as Shape ?? new Shape();
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var item = inspector.Record as EquippableItemData;
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var hull = item as HullData;
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var schematic = string.IsNullOrEmpty(item?.Schematic) ? null : AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(item.Schematic));
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EditorGUILayout.LabelField(label);
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using (new EditorGUILayout.HorizontalScope())
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{
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var width = max(EditorGUILayout.DelayedIntField("Width", shape.Width), 1);
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int height;
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if (schematic == null) height = max(EditorGUILayout.DelayedIntField("Height", shape.Height), 1);
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else
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{
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height = max(Mathf.RoundToInt(width * ((float) schematic.height / schematic.width)), 1);
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EditorGUILayout.LabelField("Height", height.ToString());
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}
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if (width != shape.Width || height != shape.Height) shape.Resize(width, height);
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}
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// The flexible space shrinks the grid group to its toggles, so the texture fits the grid, not the inspector width.
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using (new EditorGUILayout.HorizontalScope())
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{
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using (var grid = new EditorGUILayout.VerticalScope())
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{
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if (schematic != null && Event.current.type == EventType.Repaint)
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{
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_schematicMaterial ??= new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
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EditorGUI.DrawPreviewTexture(grid.rect, schematic, _schematicMaterial);
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}
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for (var y = shape.Height - 1; y >= 0; y--)
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using (new EditorGUILayout.HorizontalScope())
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for (var x = 0; x < shape.Width; x++)
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{
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var hardpoint = hull?.Hardpoints.FirstOrDefault(hp => hp.Shape.Coordinates
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.Any(v => v.x + hp.Position.x == x && v.y + hp.Position.y == y));
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var previous = GUI.backgroundColor;
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if (hardpoint != null) GUI.backgroundColor = hardpoint.TintColor.ToColor();
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shape[int2(x, y)] = GUILayout.Toggle(shape[int2(x, y)], GUIContent.none, GUILayout.Width(16));
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GUI.backgroundColor = previous;
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}
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}
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GUILayout.FlexibleSpace();
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}
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return shape;
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}
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}
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