Insanely huge initial commit

This commit is contained in:
2026-02-21 17:04:05 -08:00
parent 9cdd36191a
commit 613d75914a
22525 changed files with 4035207 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Text;
using System.Linq;
using System;
namespace MoreMountains.Tools
{
/// <summary>
/// A maintenance class that removes all empty directories from a project via a menu item
/// </summary>
public class MMCleanEmptyFolders : MonoBehaviour
{
static string _consoleLog = "";
static List<DirectoryInfo> _listOfEmptyDirectories = new List<DirectoryInfo>();
/// <summary>
/// Parses the project for empty directories and removes them, as well as their associated meta file
/// </summary>
[MenuItem("Tools/More Mountains/Cleanup empty folders", false, 504)]
protected static void CleanupMissingScripts()
{
_listOfEmptyDirectories.Clear();
var assetsDir = Application.dataPath + Path.DirectorySeparatorChar;
GetEmptyDirectories(new DirectoryInfo(assetsDir), _listOfEmptyDirectories);
if (0 < _listOfEmptyDirectories.Count)
{
_consoleLog = "[MMCleanEmptyFolders] Removed "+ _listOfEmptyDirectories.Count + " empty directories:\n";
foreach (var d in _listOfEmptyDirectories)
{
_consoleLog += "· "+ d.FullName.Replace(assetsDir, "") + "\n";
FileUtil.DeleteFileOrDirectory(d.FullName);
FileUtil.DeleteFileOrDirectory(d.FullName+".meta");
}
Debug.Log(_consoleLog);
_consoleLog = "";
AssetDatabase.Refresh();
}
}
/// <summary>
/// Returns true if a directory is empty and updates a list of empty directories
/// </summary>
/// <param name="directory"></param>
/// <param name="listOfEmptyDirectories"></param>
/// <returns></returns>
static bool GetEmptyDirectories(DirectoryInfo directory, List<DirectoryInfo> listOfEmptyDirectories)
{
bool directoryIsEmpty = true;
directoryIsEmpty = (directory.GetDirectories().Count(x => !GetEmptyDirectories(x, listOfEmptyDirectories)) == 0) && (directory.GetFiles("*.*").All(x => x.Extension == ".meta"));
if (directoryIsEmpty)
{
listOfEmptyDirectories.Add(directory);
}
return directoryIsEmpty;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// This class lets you clean all missing scripts on a selection of gameobjects
/// </summary>
public class MMCleanupMissingScripts : MonoBehaviour
{
/// <summary>
/// Processes the cleaning of gameobjects for all missing scripts on them
/// </summary>
[MenuItem("Tools/More Mountains/Cleanup missing scripts on selected GameObjects", false, 504)]
protected static void CleanupMissingScripts()
{
Object[] collectedDeepHierarchy = EditorUtility.CollectDeepHierarchy(Selection.gameObjects);
int removedComponentsCounter = 0;
int gameobjectsAffectedCounter = 0;
foreach (Object targetObject in collectedDeepHierarchy)
{
if (targetObject is GameObject gameObject)
{
int amountOfMissingScripts = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(gameObject);
if (amountOfMissingScripts > 0)
{
Undo.RegisterCompleteObjectUndo(gameObject, "Removing missing scripts");
GameObjectUtility.RemoveMonoBehavioursWithMissingScript(gameObject);
removedComponentsCounter += amountOfMissingScripts;
gameobjectsAffectedCounter++;
}
}
}
Debug.Log("[MMCleanupMissingScripts] Removed " + removedComponentsCounter + " missing scripts from " + gameobjectsAffectedCounter + " GameObjects");
}
}
}

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// Original FindMissingScriptsRecursively script by SimTex and Clement
// http://wiki.unity3d.com/index.php?title=FindMissingScripts
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace MoreMountains.Tools
{
public class MMFindMissingScriptsRecursively : EditorWindow
{
static int go_count = 0, components_count = 0, missing_count = 0;
[MenuItem("Tools/More Mountains/Find missing scripts recursively", false, 505)]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(MMFindMissingScriptsRecursively));
}
#if UNITY_EDITOR
public void OnGUI()
{
if (GUILayout.Button("Find Missing Scripts in selected GameObjects"))
{
FindInSelected();
}
}
#endif
private static void FindInSelected()
{
GameObject[] go = Selection.gameObjects;
go_count = 0;
components_count = 0;
missing_count = 0;
foreach (GameObject g in go)
{
FindInGO(g);
}
Debug.Log(string.Format("Searched {0} GameObjects, {1} components, found {2} missing", go_count, components_count, missing_count));
}
private static void FindInGO(GameObject g)
{
go_count++;
Component[] components = g.GetComponents<Component>();
for (int i = 0; i < components.Length; i++)
{
components_count++;
if (components[i] == null)
{
missing_count++;
string s = g.name;
Transform t = g.transform;
while (t.parent != null)
{
s = t.parent.name +"/"+s;
t = t.parent;
}
Debug.Log (s + " has an empty script attached in position: " + i, g);
}
}
// Now recurse through each child GO (if there are any):
foreach (Transform childT in g.transform)
{
FindInGO(childT.gameObject);
}
}
}
}
#endif

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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// As static class that lets you look for missing scripts on any prefab in your project, or for prefabs equipped with a certain type of MonoBehaviour
/// </summary>
public class MMFindPrefabsByMono : EditorWindow
{
protected Vector2 _scrollView;
protected string[] _tabs = new string[] { "Find prefabs with missing components", "Find prefabs by MonoBehaviour" };
protected int _selectedTab;
protected int _lastSelectedTab = -1;
protected MonoScript _searchedMonoBehaviour;
protected MonoScript _lastSearchedMonoBehaviour;
protected string _searchedMonoBehaviourName = "";
protected List<string> _resultsList;
static GUIStyle _padded;
static GUIStyle _horizontalPadded;
static int _horizontalPadding = 20;
static int _verticalPadding = 20;
static RectOffset _padding;
static RectOffset _horizontalPaddingOnly;
/// <summary>
/// Menu bound method
/// </summary>
[MenuItem("Tools/More Mountains/Prefab Finder", false, 504)]
public static void MenuAction()
{
OpenWindow();
}
/// <summary>
/// Opens and resizes the window
/// </summary>
public static void OpenWindow()
{
InitializePaddingAndStyles();
MMFindPrefabsByMono window = (MMFindPrefabsByMono)EditorWindow.GetWindow(typeof(MMFindPrefabsByMono));
window.position = new Rect(400, 400, 800, 600);
window.titleContent = new GUIContent("MM Prefabs Finder");
window.Show();
}
/// <summary>
/// Initializes padding variables and GUI styles
/// </summary>
static void InitializePaddingAndStyles()
{
if (_padding == null)
{
_padding = new RectOffset(_horizontalPadding, _horizontalPadding, _verticalPadding, _verticalPadding);
_horizontalPaddingOnly = new RectOffset(_horizontalPadding, _horizontalPadding, 0, 0);
_padded = new GUIStyle
{
name = "padded",
padding = _padding
};
_horizontalPadded = new GUIStyle
{
name = "horizontalPadded",
padding = _horizontalPaddingOnly
};
}
}
/// <summary>
/// Draws tab buttons
/// </summary>
protected virtual void DrawTabs()
{
GUI.skin.box.padding = _padding;
GUILayout.BeginHorizontal("box");
GUILayout.Space(10);
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabs);
GUILayout.EndHorizontal();
}
/// <summary>
/// Detects changes in tabs selection
/// </summary>
protected virtual void HandleTabsChange()
{
if (_lastSelectedTab != _selectedTab)
{
_lastSelectedTab = _selectedTab;
_resultsList = new List<string>();
_searchedMonoBehaviourName = _searchedMonoBehaviour == null ? "" : _searchedMonoBehaviour.name;
_lastSearchedMonoBehaviour = null;
}
}
/// <summary>
/// Draws the content of the selected tab
/// </summary>
protected virtual void DrawSelectedTab()
{
switch (_selectedTab)
{
case 0:
DrawSearchMissing();
break;
case 1:
DrawSearchByMonoBehaviour();
break;
}
}
/// <summary>
/// Draws the search by mono form
/// </summary>
protected virtual void DrawSearchByMonoBehaviour()
{
GUILayout.BeginHorizontal("box");
GUILayout.Space(20);
GUILayout.BeginVertical();
GUILayout.Label("Select a MonoBehaviour to search for:");
_searchedMonoBehaviour = (MonoScript)EditorGUILayout.ObjectField(_searchedMonoBehaviour, typeof(MonoScript), false);
GUILayout.EndVertical();
GUILayout.Space(10);
if (_searchedMonoBehaviour != _lastSearchedMonoBehaviour)
{
string[] allPrefabsInProject = GetAllPrefabsInProject();
_lastSearchedMonoBehaviour = _searchedMonoBehaviour;
_searchedMonoBehaviourName = _searchedMonoBehaviour.name;
AssetDatabase.SaveAssets();
string searchedMonoBehaviourPath = AssetDatabase.GetAssetPath(_searchedMonoBehaviour);
_resultsList = new List<string>();
foreach (string prefab in allPrefabsInProject)
{
string[] pathName = new string[] { prefab };
string[] monoDependenciesPaths = AssetDatabase.GetDependencies(pathName, false);
foreach (string monoDependencyPath in monoDependenciesPaths)
{
if (monoDependencyPath == searchedMonoBehaviourPath)
{
_resultsList.Add(prefab);
}
}
}
}
GUILayout.EndHorizontal();
}
/// <summary>
/// Draws the search missing form
/// </summary>
protected virtual void DrawSearchMissing()
{
GUILayout.BeginHorizontal("box");
GUILayout.Space(20);
if (GUILayout.Button("Search the project for prefabs with missing scripts"))
{
string[] allPrefabs = GetAllPrefabsInProject();
_resultsList = new List<string>();
foreach (string prefab in allPrefabs)
{
UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(prefab);
GameObject assetGameObject;
try
{
assetGameObject = (GameObject)asset;
Component[] components = assetGameObject.GetComponentsInChildren<Component>(true);
foreach (Component component in components)
{
if (component == null)
{
_resultsList.Add(prefab);
}
}
}
catch
{
Debug.Log("An error occured with prefab " + prefab);
}
}
}
GUILayout.EndHorizontal();
}
/// <summary>
/// Draws the result list
/// </summary>
protected virtual void DrawResultsList()
{
GUILayout.BeginHorizontal(_padded);
if (_resultsList != null)
{
if (_resultsList.Count == 0)
{
switch (_selectedTab)
{
case 0:
GUILayout.Label("No prefabs have missing components.", EditorStyles.boldLabel);
break;
case 1:
if (!string.IsNullOrEmpty(_searchedMonoBehaviourName))
{
GUILayout.Label("No prefabs use component " + _searchedMonoBehaviourName, EditorStyles.boldLabel);
}
break;
}
GUILayout.EndHorizontal(); // end padded
}
else
{
switch (_selectedTab)
{
case 0:
GUILayout.Label("These prefabs have missing components :", EditorStyles.boldLabel);
break;
case 1:
GUILayout.Label("MonoBehaviour " + _searchedMonoBehaviourName + " was found in these prefabs :", EditorStyles.boldLabel);
break;
}
GUILayout.EndHorizontal(); // end padded
GUILayout.BeginHorizontal();
GUI.skin.scrollView.padding = _padding;
_scrollView = GUILayout.BeginScrollView(_scrollView);
foreach (string s in _resultsList)
{
GUILayout.BeginHorizontal(_horizontalPadded);
GUILayout.Label(s, GUILayout.Width(4 * (position.width - 4 * _horizontalPadding) / 5));
GUI.skin.button.alignment = TextAnchor.MiddleCenter;
if (GUILayout.Button("Select prefab", GUILayout.Width((position.width - 4 * _horizontalPadding) / 5 - 20)))
{
Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(s);
}
GUILayout.EndHorizontal();
}
GUILayout.EndScrollView();
GUILayout.EndHorizontal();
}
}
}
#if UNITY_EDITOR
/// <summary>
/// On GUI we draw our window's contents
/// </summary>
protected virtual void OnGUI()
{
InitializePaddingAndStyles();
DrawTabs();
HandleTabsChange();
DrawSelectedTab();
DrawResultsList();
}
#endif
/// <summary>
/// Gets all prefabs and sorts them alphabetically
/// </summary>
/// <returns></returns>
public static string[] GetAllPrefabsInProject()
{
string[] assetPaths = AssetDatabase.GetAllAssetPaths();
List<string> results = new List<string>();
foreach (string assetPath in assetPaths)
{
if (assetPath.Contains(".prefab"))
{
results.Add(assetPath);
}
}
results.Sort();
return results.ToArray();
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to add a menu item and a shortcut to group objects together under a parent game object
/// </summary>
public class MMGroupSelection
{
/// <summary>
/// Creates a parent object and puts all selected transforms under it
/// </summary>
[MenuItem("Tools/More Mountains/Group Selection %g")]
public static void GroupSelection()
{
if (!Selection.activeTransform)
{
return;
}
GameObject groupObject = new GameObject();
groupObject.name = "Group";
Undo.RegisterCreatedObjectUndo(groupObject, "Group Selection");
groupObject.transform.SetParent(Selection.activeTransform.parent, false);
foreach (Transform selectedTransform in Selection.transforms)
{
Undo.SetTransformParent(selectedTransform, groupObject.transform, "Group Selection");
}
Selection.activeGameObject = groupObject;
}
}
}

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using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// A simple class that lets you lock the current inspector by pressing ctrl (or cmd) + L
/// Pressing the same shortcut again unlocks the
/// </summary>
public class MMLockInspector : MonoBehaviour
{
[MenuItem("Tools/More Mountains/Lock Inspector %l")]
static public void LockInspector()
{
Type inspectorType = typeof(Editor).Assembly.GetType("UnityEditor.InspectorWindow");
EditorWindow inspectorWindow = EditorWindow.GetWindow(inspectorType);
PropertyInfo isLockedPropertyInfo = inspectorType.GetProperty("isLocked", BindingFlags.Public | BindingFlags.Instance);
bool state = (bool)isLockedPropertyInfo.GetGetMethod().Invoke(inspectorWindow, new object[] { });
isLockedPropertyInfo.GetSetMethod().Invoke(inspectorWindow, new object[] { !state });
}
}
}

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