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using System; | |
using System.Collections.Generic; | |
using System.Threading.Tasks; | |
using UnityEditor; | |
using UnityEngine; | |
namespace Mewlist | |
{ | |
public class EditorBatchProcessor | |
{ | |
private List<Func<Task>> tasks = new List<Func<Task>>(); | |
private bool frameProgression = false; | |
public async Task Run() | |
{ | |
EditorApplication.update += OnUpdate; | |
try | |
{ | |
await Process(); | |
} | |
catch (Exception e) | |
{ | |
Debug.Log(e); | |
} | |
EditorApplication.update -= OnUpdate; | |
} | |
public void Add(Func<Task> action) => tasks.Add(action); | |
public void SelectObject(GameObject go) => Add(async () => Selection.activeObject = go); | |
private async Task Process() | |
{ | |
foreach (var action in tasks) | |
{ | |
Debug.Log("[EditorBatchProcessor] " + action.Method.Name + "()"); | |
await action(); | |
await WaitForNextFrame(); | |
} | |
} | |
private void OnUpdate() => frameProgression = true; | |
private async Task WaitForNextFrame() | |
{ | |
frameProgression = false; | |
while (!frameProgression) await Task.Delay(100); | |
} | |
} | |
} |
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// 使い方 | |
async Task ProcessAsset() | |
{ | |
var processor = new EditorBatchProcessor(); | |
// 何らかのゲームオブジェクトへのコンポーネント登録操作 | |
var go = new GameObject(); | |
var component = go.AddComponent<HogeComponent>(); | |
async Task FirstStep() | |
{ | |
// 任意のEditor拡張処理 | |
} | |
async Task LastStep() | |
{ | |
// インスペクタ表示後の処理 | |
} | |
// 処理を手続き的に登録 | |
processor.Add(FirstStep) | |
processor.SelectObject(go); // インスペクタを一度表示する | |
processor.Add(LastStep) | |
await processor.Run(); | |
} |
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