Commit Graph

208 Commits

Author SHA1 Message Date
Adam Ramberg
2e11570e74 v4.5.0 2023-12-19 05:21:21 +01:00
Soraphis
7d9bb753ff
Reduced debug overhead of Events (#435)
* fix: memory allocations due to boxing when creating a StackTraceEntry with disabled DebugMode.
fix: slow repeaded lookups of EditorPrefs for determining DebugMode

* Cleaning up code that was affected by work on #434

- removed dead code
- fixed formatting

Commit-Type: Refactor
2023-12-19 05:11:30 +01:00
Adam Ramberg
4576277a19
Fix value field height in reference drawer for older Unity versions (#447)
* Fix value field height in reference drawer for older unity versions

* Fix property height for quaternions

* Fix property field height for quaternions in variable editor as well

* Fix comment
2023-12-19 00:38:03 +01:00
ToasterHead
53bc009865
#441 [FEATURE] Auto drag and drop atom references through inspector without the need to manually switch usage type (#440)
* Added the ability to drag and drop any atom reference to a `AtomReference` without the need to manually select the type through the 3 dot button on inspector

- I also refactored the `AtomBaseReferenceDrawer` script so that it's easier to read/maintain.
- The class `BaseAtomInstancer` is needed to be able to auto reference instancers. Because when we drag a `GameObject` we need to get it's `AtomInstancer` component to determine the reference type. Also, the class represents something similiar to `BaseAtom` for `ScriptableObjects` but for `MonoBehaviors`, so it makes sense to have it.

* Addressed some of the key points @soraphis made and fixed the issues I mentioned on the #442 pull

- Solved the probelms that arise when a `GameObject` has multiple different instancers in it (mentioned in the #442 pull)
- Removed `UsageIndex` class as it is not needed

* Fixed file name not matching the class name

* Addressed @soraphis issue of `GuiData` not being a struct, so I changed it and modified the `AtomBaseReferenceDrawer` to handle it as a struct

* Fixed `GuiData` isn't updated even though `position` and `label` parameters of the `OnGUI` are.

* Reversed the for loops order because the order of the components inside the `GameObject` are more important than the order of the "usages" so it fixes that problem

- Also cleaned the code a bit

* Missed a line that could be simplified

- Made `Set/GetUsageIndex` into static because we can

* Fixed issue mentioned in #442 > "you only get the first component, when dragging in a game object, so there could be the case where selecting the type manually and dragging into it will swap the field"

The issue is when there are multiple instancer components in a single `GameObject` then when you drag said `GameObject` then the atom reference will switch to the first instancer (via usage index) no matter the intent of the user. However, the intent of the user could be to pick the 2nd or 3rd reference, so he could manually select the usage type using the 3 dots button, but it won't work if he decides to drag and drop a `GameObject` that has multiple instancers that the reference could switch to automatically, which will always be the first instancer of the dragged `GameObject`, which bascially makes the experience frustrating to that particular scenario. Now, you can guess that the issue is hyper specific just because of how hard it is to me to explain it in text, so don't worry if you didn't get it on the first read. If you would like me to showcase it, I will gladly share a video example of what I mean.

* Fixed index out of range exception (I forgot that I set the usage index at the end of this method and it could be -1 because of this line)

* Redone the previous push because it was incorrect

* Response to @AdamRamberg to try to make the code section clearer by refactoring it

* * Minor cosmetic changes
* Replace switch expression to be backwards compatible (for example to be able to run the unity-atoms-example project)
* Always remove the last greater than symbol in GetPropertyTypeName to take into account generic types

* Added comment to IAtomInstancer

---------

Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2023-12-18 22:46:11 +01:00
Adam Ramberg
37ead24dbb v4.4.8 2023-08-08 20:28:19 +02:00
Adam Ramberg
808af5bb74
Add appropriate UNITY_EDITOR compiler flags (#425) 2023-08-08 20:25:12 +02:00
Adam Ramberg
d3da0409e9 v4.4..7 2023-08-04 23:29:29 +02:00
Soraphis
2d2ae9b12f
Handling dead references when resetting objects. (#421)
* fix: handling dead references when resetting objects. (#417)

* fix: wrong state checked in AtomEvent reset (#403)

* fix: make AtomValueList compatible with disabled domain reload (#419)
fix: AtomValueList now resets runtime modifications (#418)

* fix: handling dead references when resetting objects for AtomValueList. (#417)

* removed the dead-reference handling (#417)
- this will be addressed in (#421)
compacted the Playmode state change

* Remove Atom types from their _instances lists OnDisable()

* Added disclaimer / comment regarding the solution

---------

Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2023-08-04 23:19:42 +02:00
Adam Ramberg
0899d4113d Fixed formatting in AtomValueList 2023-08-03 23:30:17 +02:00
Soraphis
db3ed28471
AtomValueList disabled domain reload compatibility (#420)
* fix: wrong state checked in AtomEvent reset (#403)

* fix: make AtomValueList compatible with disabled domain reload (#419)
fix: AtomValueList now resets runtime modifications (#418)

* fix: handling dead references when resetting objects for AtomValueList. (#417)

* removed the dead-reference handling (#417)
- this will be addressed in (#421)
compacted the Playmode state change
2023-08-03 23:14:26 +02:00
Soraphis
7992efc98d
fix: FSM not compatible with disabled domain reload (#402) (#422) 2023-08-03 07:20:29 +02:00
Adam Ramberg
d38b8f236e v4.4.6 2023-07-22 19:18:13 +02:00
Thimo
4912480957
#67 [FEATURE] Set event name suggestion on Variable Changed event creation (#317)
* [Added] Feature for #67 event name suggestion initial version

* [Refactored] Cleaned naming code to its own class

* [Fixed] c# range is not supported in 2019.4 LTS

* * Simplified logic for suggested name in AtomDrawer
* Simplified CleanPropertyName - first if-block was catched by second block
* Replaced FilterLastIndexOf with typeof(T).Name

---------

Co-authored-by: Thimo de Ram <tdram@esites.local>
Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2023-07-22 18:54:35 +02:00
Soraphis
62bc3c9812
fix: Event Replay Buffer not cleared when domain reload disabled (#403)
* fix: event replay buffer persisting if domain reload disabled

* fix: clearing event registrations when changing playmode stage.
2023-07-19 19:47:43 +02:00
Soraphis
b225290b48
FIX: Using TextField in AssetGenerator does not work as expected (#409)
* fix: pasting FullQualifiedName in the generators text field, not picking up the actual type

* fix: replaced TryAdd call to support lower .NET versions
2023-07-19 19:40:38 +02:00
Soraphis
1d498090e3
prevent null reference exceptions in editor when using not-serializab… (#371)
* prevent null reference exceptions in editor when using not-serializable types

* - Draw warning helpbox only once in AtomVariableEditor.cs
- Minor clean up

* Revert unintended removed line

Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2022-10-24 00:22:30 +02:00
Soraphis
9cf1b60a06
fix: corrected IEquatable implementation check (#362) 2022-10-23 23:03:20 +02:00
Soraphis
bc2a68527f
fix: #363 enum property did not return int value, but index (#364) 2022-10-23 22:51:31 +02:00
Soraphis
b457ac386f
removed ondisable method, to fix #349 (#369)
* removed ondisable method, to fix #349

* Remove _changed and _changedInstantiatedAtRuntime since they are not used anymore

Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2022-10-23 22:34:12 +02:00
Soraphis
b2e302498d
fix: #353 "Vector2/3 reference not properly showing" (#359)
* fix: #353 while keeping #289 fixed

* Fix height of popup (was covering click area of expanded type's properties)

Co-authored-by: Adam Ramberg <adam@mambojambostudios.com>
2022-10-22 23:53:10 +02:00
Miika Lönnqvist
12515aefc8
Update all version references to 4.4.5 (#350) 2022-05-09 22:50:56 +02:00
Soraphis
4ee7155b63 fix: conditional compilation for EDITOR only code 2022-04-28 07:36:58 +02:00
Miika Lönnqvist
3b39e6a2f1
Prepare for release of 4.4.4 (#343)
* Update CHANGELOG

* Update version in documentation to 4.4.4

* Remove reference to Examples directory

* Update package-lock.json

* Update API documentation
2022-04-17 22:52:38 +02:00
Thimo de Ram
5c094f1b10 [Removed] Debug mode logging 2022-03-15 21:28:03 +01:00
Thimo de Ram
a64ae84096 [Changed] NRE to Debug.Log 2022-03-15 21:28:03 +01:00
Thimo de Ram
46037ac590 fix #321 NRE when Event Reference Listeners event reference is not set 2022-03-15 21:28:03 +01:00
Soraphis
9837fff97f fixing unnecessary allocations when debug mode disabled 2022-02-27 10:07:45 +01:00
CaseyDeCoder
aecaa73ad0 Fix hasChildren display in AtomReferences
The display of an AtomReference would act a bit weird if the Atom was of e.g. a serializable class.
2021-12-28 16:14:11 +01:00
Thimo de Ram
7c372e6c38 Feature #293 changed private list variable to protected to support custom classes 2021-12-28 16:00:47 +01:00
Simon Bucher
3aa06a70a1 Fix ChangedOnOnEnable not triggered
When using an Event Reference Listener with a variable, GetOrCreateEvent() is sometimes called after TriggerInitialEvents(). This commit solves this issue.
2021-12-28 14:13:02 +01:00
Thimo de Ram
8c1d6f215c fix #237 Drawer property value is null error 2021-11-27 14:22:26 +01:00
Miika Lönnqvist
902f9719e8 Remove extra underscore from ChangedHistoryEvent 2021-11-27 13:51:10 +01:00
Thimo
225b8f7962
Fix #255 AtomVariableInstancer assumes Base != null (#309)
Co-authored-by: Thimo de Ram <tdram@esites.local>
2021-11-27 13:40:30 +01:00
Thimo de Ram
67833f3c29 [Fixed] event refernce listener listening to old event 2021-11-27 13:29:18 +01:00
Thimo de Ram
1c0ebd0e85 fix #254 ulong cast error 2021-11-27 13:11:55 +01:00
Thimo de Ram
a7b3d7b91a fix #282 changed/changedwithhistory events not created when registered in code 2021-11-27 11:54:55 +01:00
Miika Lönnqvist
c2dd13712f
Fix conditions not serializing in Unity 2019 (#278) 2021-07-04 11:18:46 +02:00
Jonas Bötel
e794dcf650
Fixed specifying package dependencies (#284)
Looking good, nice work!
2021-06-21 15:20:40 +02:00
Casey Hofland
907cf70918
Speedup Atom Generation (#275)
* Speedup Atom Generation

This simple change will speed up atom generation via an AtomGenerator. The whole thing will only take 10 seconds instead of +1 minute.

* Update the changelog
2021-05-03 20:06:58 +02:00
Adam Ramberg
120a0b88c6 🧑‍🔬 v4.4.3 2021-03-07 21:49:39 +01:00
Miika Lönnqvist
989a262e10 Update website URL in docs (#257) 2021-03-07 21:49:39 +01:00
Oliver Biwer
06fc87a123 compatibility with dynamic assemblies and different namespace/class conditions (#230)
* compatibility with dynamic assemblies

* fixing #232

fixed a case where the class namespace might be null

* fixing #232 + corrections, fixing #233

* Fix nested types not being generated correctly

VALUE_TYPE_NAME_NO_PAIR had an incorrect value if the type was nested.

* Reimagine the Generators Type Selector Layout

UNTESTED! I will test if the generator later this week (18/01).
UNCOMMENTED! Same as above.

The new selector will neatly separate namespaces from types, is ordered alphabetically and goes down a new level for every subnamespace. It will now also display nested types as such (so nested type Bar is displayed as Foo+Bar). This means that types of the same name but in different namespaces are now supported.

It will also ignore any abstract or generic types as Atoms can only generate solid types (...I think?)

If you want to check it out, I recommend looking at how NamespaceLevel works. It splits types up into types that have reached their namespace level and types that can still go deeper, in which case they are rooted as part of the NamespaceLevel. From there, it can handle adding dropdown items and finding a selected Type.

* Enable all GenerationOptions by default

Or on a Reset of the SO

* Ensure instantiated generator has unique assetpath

This can otherwise lead to weird behaviour if a new asset is created at the path of an existing asset

* Use variables for SerializedProperties

* Make objectfields to generated scripts readonly

These should not be edited which may lead to errors.

* Add comments

* Use hash to find which type belongs to which DropdownItem

* Use level to distinquish between namespace levels

Using TrimStart was also trimming off characters after dots (.) if appropriate.

* Safety measure

Ensure serializedObject.Update is called in the beginning of OnInspectorGUI.

* Fix size of Dropdown

It will now neatly cover all the generator options. This doesn't really matter at all, I just think it looks neat, plus it ensures there is always enough view to not have trouble selecting a type.

* Use CompilationPipeline to get assemblies

Pros: It only collects Unity Assemblies that are not Editor Only. This ensures that every type will 100% be compatible in builds.
Cons: It doesn't find any assemblies outside of Unity, for example the System assembly.

Personally I like this way better since it ensures support even for cross platform development. Imagine someone generating a type you can only find in Windows, then trying to build for Mac. We can still populate the base package with the base values from systems and people will still be able to create Atoms for unsupported values, just not using the generator.

Alternatively we could create an "unsafe" toggle.

* Use CompilationPipeline to get assemblies

Pros: It only collects Unity Assemblies that are not Editor Only. This ensures that every type will 100% be compatible in builds.
Cons: It doesn't find any assemblies outside of Unity, for example the System assembly.

Personally I like this way better since it ensures support even for cross platform development. Imagine someone generating a type you can only find in Windows, then trying to build for Mac. We can still populate the base package with the base values from systems and people will still be able to create Atoms for unsupported values, just not using the generator.

Alternatively we could create an "unsafe" toggle.

* Add Safe Search toggle to AtomGenerator

Previously, the AtomGenerator was only able to generate types that were Unity compatible and either Serializable or ScriptableObjects.

The first change is that it now also searches for Objects to account for prefabs.
The second change is a toggle next to the generator to differentiate between searching for Unity compatible types and searching for all types (denoted as "unsafe types"). This does what it promises: it gets all the (dynamic) assemblies it can find, retrieves all exported types, and makes no distinction between serializable or nonserializable. This returns the functionality to generate for example strings and ints with the generator.

* Add Quality of Life improvements to the Editor

Co-authored-by: Casey Hofland <hofland.casey@gmail.com>
2021-03-07 21:49:39 +01:00
Casey Hofland
2f31db4e0a Create button ease of use (#229)
* Add auto focus on textfield
* Prevent PrefixLabel showing up in AtomReferences
* Add Keyboard shortcuts to confirm/deny create
* Add Focused Control Check
2021-03-07 21:49:39 +01:00
Oliver Biwer
6727645890 Lazy stacktrace toString conversion (#238)
when disabling atoms debug mode, StackTraceEntries are allocated, but their strings are never used.
2021-03-07 21:49:39 +01:00
Oliver Biwer
58b52427c8 fixing #240 - Value of a VariableInstancer in EditMode leads to NullRef (#241)
* fixing #240 - EditMode NullRef

* Remove Redunancy

Co-authored-by: Casey Hofland <hofland.casey@gmail.com>
2021-03-07 21:49:39 +01:00
Adam Ramberg
a6c7076666 Changes due to move to new organization 2021-01-22 08:22:16 +01:00
Adam Ramberg
a443064235 🍺 v4.4.2 2020-12-30 22:36:53 +01:00
Adam Ramberg
3c9bc211a8 Fix ValueEquals for EquatableAtomVariable and EquatableAtomReference 2020-12-30 22:32:57 +01:00
Adam Ramberg
d8b2b921cc 🍾 v4.4.1 2020-12-30 15:58:22 +01:00
Adam Ramberg
18b456555a 🎅 v4.4.0 2020-12-30 00:47:17 +01:00