Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-03 11:02:29 +02:00
commit 27d6b94b7c
8167 changed files with 1116569 additions and 0 deletions

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using System.IO;
using Convai.Scripts.Utils;
using Convai.Scripts.Utils.LipSync;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Convai.Scripts.Editor
{
/// <summary>
/// Editor window for managing Convai NPC components.
/// </summary>
public class ConvaiNPCComponentSettingsWindow : EditorWindow
{
private ConvaiNPC _convaiNPC;
/// <summary>
/// Handles GUI events for the window.
/// </summary>
private void OnGUI()
{
titleContent = new GUIContent("Convai NPC Components");
Vector2 windowSize = new(300, 180);
minSize = windowSize;
maxSize = windowSize;
if (_convaiNPC == null)
{
EditorGUILayout.LabelField("No ConvaiNPC selected");
return;
}
EditorGUILayout.BeginVertical(GUI.skin.box);
EditorGUIUtility.labelWidth = 200f; // Set a custom label width
_convaiNPC.IncludeActionsHandler = EditorGUILayout.Toggle(new GUIContent("NPC Actions", "Decides if Actions Handler is included"), _convaiNPC.IncludeActionsHandler);
_convaiNPC.LipSync = EditorGUILayout.Toggle(new GUIContent("Lip Sync", "Decides if Lip Sync is enabled"), _convaiNPC.LipSync);
_convaiNPC.HeadEyeTracking = EditorGUILayout.Toggle(new GUIContent("Head & Eye Tracking", "Decides if Head & Eye tracking is enabled"), _convaiNPC.HeadEyeTracking);
_convaiNPC.EyeBlinking = EditorGUILayout.Toggle(new GUIContent("Eye Blinking", "Decides if Eye Blinking is enabled"), _convaiNPC.EyeBlinking);
_convaiNPC.NarrativeDesignManager = EditorGUILayout.Toggle(new GUIContent("Narrative Design Manager", "Decides if Narrative Design Manager is enabled"), _convaiNPC.NarrativeDesignManager);
_convaiNPC.ConvaiGroupNPCController = EditorGUILayout.Toggle(new GUIContent("Group NPC Controller", "Decides if this NPC can be a part of Convai NPC to NPC Conversation"), _convaiNPC.ConvaiGroupNPCController);
EditorGUILayout.EndVertical();
GUILayout.Space(10);
if (GUILayout.Button("Apply Changes", GUILayout.Height(40)))
{
ApplyChanges();
EditorUtility.SetDirty(_convaiNPC);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Close();
}
}
/// <summary>
/// Refreshes the component states when the window gains focus.
/// </summary>
private void OnFocus()
{
RefreshComponentStates();
}
/// <summary>
/// Opens the Convai NPC Component Settings window.
/// </summary>
/// <param name="convaiNPC">The Convai NPC to manage.</param>
public static void Open(ConvaiNPC convaiNPC)
{
ConvaiNPCComponentSettingsWindow window = GetWindow<ConvaiNPCComponentSettingsWindow>();
window.titleContent = new GUIContent("Convai NPC Component Settings");
window._convaiNPC = convaiNPC;
window.RefreshComponentStates();
window.Show();
}
/// <summary>
/// Refreshes the states of the components.
/// </summary>
private void RefreshComponentStates()
{
if (_convaiNPC != null)
{
_convaiNPC.IncludeActionsHandler = _convaiNPC.GetComponent<ConvaiActionsHandler>() is not null;
_convaiNPC.LipSync = _convaiNPC.GetComponent<ConvaiLipSync>() is not null;
_convaiNPC.HeadEyeTracking = _convaiNPC.GetComponent<ConvaiHeadTracking>() is not null;
_convaiNPC.EyeBlinking = _convaiNPC.GetComponent<ConvaiBlinkingHandler>() is not null;
_convaiNPC.NarrativeDesignManager = _convaiNPC.GetComponent<NarrativeDesignManager>() is not null;
_convaiNPC.ConvaiGroupNPCController = _convaiNPC.GetComponent<ConvaiGroupNPCController>() is not null;
Repaint();
}
}
/// <summary>
/// Applies changes based on the user's selection in the inspector.
/// </summary>
private void ApplyChanges()
{
if (EditorUtility.DisplayDialog("Confirm Apply Changes",
"Do you want to apply the following changes?", "Yes", "No"))
{
ApplyComponent<ConvaiActionsHandler>(_convaiNPC.IncludeActionsHandler);
ApplyComponent<ConvaiLipSync>(_convaiNPC.LipSync);
ApplyComponent<ConvaiHeadTracking>(_convaiNPC.HeadEyeTracking);
ApplyComponent<ConvaiBlinkingHandler>(_convaiNPC.EyeBlinking);
ApplyComponent<NarrativeDesignManager>(_convaiNPC.NarrativeDesignManager);
ApplyComponent<ConvaiGroupNPCController>(_convaiNPC.ConvaiGroupNPCController);
}
}
/// <summary>
/// Applies or removes a component based on the specified condition.
/// If the component is to be removed, its state is saved. If it's added, its state is restored if previously saved.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="includeComponent">Whether to include the component.</param>
private void ApplyComponent<T>(bool includeComponent) where T : Component
{
T component = _convaiNPC.GetComponent<T>();
string savedDataFileName = Path.Combine(StateSaver.ROOT_DIRECTORY, _convaiNPC.characterID,
$"{SceneManager.GetActiveScene().name}_{_convaiNPC.characterID}_{nameof(T)}_State.data");
if (includeComponent)
{
if (component == null)
{
component = _convaiNPC.gameObject.AddComponentSafe<T>();
if (File.Exists(savedDataFileName))
component.RestoreStateFromFile(savedDataFileName);
}
}
else if (component != null)
{
component.SaveStateToFile(savedDataFileName);
DestroyImmediate(component);
}
}
}
}

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#if UNITY_EDITOR
using System;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Convai.Scripts.Editor
{
/// <summary>
/// Custom editor for the ConvaiNPC component.
/// Provides functionalities to cache and restore states of all convai scripts whenever a scene is saved.
/// </summary>
[CustomEditor(typeof(ConvaiNPC))]
[HelpURL("https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/scripts-overview")]
public class ConvaiNPCEditor : UnityEditor.Editor
{
private ConvaiNPC _convaiNPC;
private void OnEnable()
{
_convaiNPC = (ConvaiNPC)target;
}
/// <summary>
/// Overrides the default inspector GUI to add custom buttons and functionality.
/// </summary>
public override void OnInspectorGUI()
{
DrawDefaultInspector();
GUILayout.BeginHorizontal();
// Add Components button to add necessary components and assign a random color to the character.
if (GUILayout.Button(new GUIContent(
"Add Components",
"Adds necessary components to the NPC and assigns a random color to the character's text"
),
GUILayout.Width(120)
)
) AddComponentsToNPC();
if (GUILayout.Button(new GUIContent(
"Copy Debug",
"Copies the session id and other essential properties to clipboard for easier debugging"
),
GUILayout.Width(120)
)
) CopyToClipboard();
GUILayout.EndHorizontal();
}
private void CopyToClipboard()
{
StringBuilder stringBuilder = new();
stringBuilder.AppendLine($"Endpoint: {_convaiNPC.GetEndPointURL}");
stringBuilder.AppendLine($"Character ID: {_convaiNPC.characterID}");
stringBuilder.AppendLine($"Session ID: {_convaiNPC.sessionID}");
GUIUtility.systemCopyBuffer = stringBuilder.ToString();
}
/// <summary>
/// Adds components to the NPC and assigns a random color to the character's text.
/// </summary>
private void AddComponentsToNPC()
{
try
{
ConvaiNPCComponentSettingsWindow.Open(_convaiNPC);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
catch (Exception ex)
{
Debug.LogError($"Unexpected error occurred when applying changes. Error: {ex}");
}
}
}
/// <summary>
/// Utility class to save the state of Convai scripts.
/// </summary>
public abstract class StateSaver
{
public const string ROOT_DIRECTORY = "Assets/Convai/Settings/Script State/";
/// <summary>
/// Save the state of all Convai scripts in the current scene.
/// </summary>
[MenuItem("Convai/Save Script State", false, 100)]
public static void SaveScriptState()
{
Scene scene = SceneManager.GetActiveScene();
ConvaiNPC[] convaiObjects = Object.FindObjectsOfType<ConvaiNPC>();
foreach (ConvaiNPC convaiNPC in convaiObjects)
{
Debug.Log($"Saving state for character: {convaiNPC.characterName}");
MonoBehaviour[] scripts = convaiNPC.GetComponentsInChildren<MonoBehaviour>();
string characterFolder = Path.Combine(ROOT_DIRECTORY, convaiNPC.characterID);
if (!Directory.Exists(characterFolder)) Directory.CreateDirectory(characterFolder);
foreach (MonoBehaviour script in scripts)
{
string fullName = script.GetType().FullName;
if (fullName != null && !fullName.StartsWith("Convai.Scripts")) continue;
string assetPath = script.GetSavePath(characterFolder, scene.name, convaiNPC.characterID);
File.WriteAllText(assetPath, JsonUtility.ToJson(script));
}
}
AssetDatabase.Refresh();
}
#region Nested type: SaveSceneHook
/// <summary>
/// Restore the state of all Convai scripts in the current scene.
/// </summary>
[InitializeOnLoad]
public class SaveSceneHook
{
static SaveSceneHook()
{
EditorSceneManager.sceneSaved += SceneSaved;
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
}
private static void OnBeforeAssemblyReload()
{
// Unsubscribe from the sceneSaved event to prevent memory leaks.
EditorSceneManager.sceneSaved -= SceneSaved;
// Unsubscribe from the beforeAssemblyReload event.
AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload;
}
private static void SceneSaved(Scene scene)
{
SaveScriptState();
}
}
#endregion
}
/// <summary>
/// Provides extension methods for Unity editor components to facilitate saving and restoring state, as well as safely
/// adding components.
/// </summary>
public static class EditorExtensions
{
/// <summary>
/// Saves the state of a component to a file in JSON format.
/// </summary>
/// <param name="component">The component whose state is to be saved.</param>
/// <param name="path">The file path where the state will be saved.</param>
/// <typeparam name="T">The type of the component derived from UnityEngine.Component.</typeparam>
public static void SaveStateToFile<T>(this T component, string path) where T : Component
{
try
{
string serializedComponentData = JsonUtility.ToJson(component);
File.WriteAllText(path, serializedComponentData);
}
catch (UnauthorizedAccessException ex)
{
Debug.LogError($"Access to the path '{path}' is denied. Error: {ex.Message}");
}
catch (IOException ex)
{
Debug.LogError($"An I/O error occurred while writing to the file at '{path}'. Error: {ex.Message}");
}
catch (Exception ex)
{
Debug.LogError($"Failed to save component state for {typeof(T).Name}. Error: {ex.Message}");
}
}
/// <summary>
/// Restores the state of a component from a file containing JSON data.
/// </summary>
/// <param name="component">The component whose state is to be restored.</param>
/// <param name="path">The file path from which the state will be restored.</param>
/// <typeparam name="T">The type of the component derived from UnityEngine.Component.</typeparam>
public static void RestoreStateFromFile<T>(this T component, string path) where T : Component
{
try
{
if (!File.Exists(path))
{
Debug.LogWarning($"No saved state file found at '{path}' for component {typeof(T).Name}.");
return;
}
string savedData = File.ReadAllText(path);
JsonUtility.FromJsonOverwrite(savedData, component);
}
catch (UnauthorizedAccessException ex)
{
Debug.LogError($"Access to the path '{path}' is denied. Error: {ex.Message}");
}
catch (IOException ex)
{
Debug.LogError($"An I/O error occurred while reading from the file at '{path}'. Error: {ex.Message}");
}
catch (Exception ex)
{
Debug.LogError($"Failed to restore component data for {typeof(T).Name}. Error: {ex.Message}");
}
}
/// <summary>
/// Adds a component to the GameObject safely, catching any exceptions that occur during the process.
/// </summary>
/// <param name="go">The GameObject to which the component will be added.</param>
/// <typeparam name="T">The type of the component to be added, derived from UnityEngine.Component.</typeparam>
/// <returns>The newly added component, or null if the operation failed.</returns>
public static T AddComponentSafe<T>(this GameObject go) where T : Component
{
try
{
return go.AddComponent<T>();
}
catch (Exception ex)
{
Debug.LogError($"Failed to add component of type {typeof(T).Name}, Error: {ex}");
return null;
}
}
/// <summary>
/// Constructs a file path for saving the state of a MonoBehaviour script, based on the character folder, scene name,
/// and character ID.
/// </summary>
/// <param name="script">The MonoBehaviour script for which the save path is being constructed.</param>
/// <param name="characterFolder">The folder path associated with the character.</param>
/// <param name="sceneName">The name of the current scene.</param>
/// <param name="characterID">The unique identifier of the character from Convai Playground.</param>
/// <returns>A string representing the constructed file path for saving the script's state.</returns>
public static string GetSavePath(this MonoBehaviour script, string characterFolder, string sceneName,
string characterID)
{
return Path.Combine(characterFolder, $"{sceneName}_{characterID}_{script.GetType().FullName}_State.data");
}
}
}
#endif

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