using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
namespace Fungus
{
///
/// Static class that hooks into the hierachy changed and item gui callbacks to put
/// a fungus icon infront of all GOs that have a flowchart on them
///
/// Reference; http://answers.unity3d.com/questions/431952/how-to-show-an-icon-in-hierarchy-view.html
///
/// TODO
/// There is what appears like a bug but is currently out of our control. When Unity reloads the built scripts it fires
/// InitializeOnLoad but doesn't then fire HierarchyChanged so icons disappear until a change occurs
///
[InitializeOnLoad]
public class HierarchyIcons
{
// the fungus mushroom icon
static Texture2D TextureIcon { get { return Fungus.EditorUtils.FungusEditorResources.FungusMushroom; } }
//sorted list of the GO instance IDs that have flowcharts on them
static List flowchartIDs = new List();
static HierarchyIcons()
{
EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconCallback;
EditorApplication.hierarchyWindowChanged += HierarchyChanged;
}
//track all gameobjectIds that have flowcharts on them
static void HierarchyChanged()
{
flowchartIDs.Clear();
if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy)
return;
var flowcharts = GameObject.FindObjectsOfType();
flowchartIDs = flowcharts.Select(x => x.gameObject.GetInstanceID()).Distinct().ToList();
flowchartIDs.Sort();
}
//Draw icon if the isntance id is in our cached list
static void HierarchyIconCallback(int instanceID, Rect selectionRect)
{
if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy)
return;
// place the icon to the left of the element
Rect r = new Rect(selectionRect);
r.x = 0;
r.width = r.height;
//GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
//binary search as it is much faster to cache and int bin search than GetComponent
// should be less GC too
if (flowchartIDs.BinarySearch(instanceID) >= 0)
GUI.Label(r, TextureIcon);
}
}
}