Initialer Upload neues Unity-Projekt
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Assets/Convai/Scripts/Editor/Character.meta
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Assets/Convai/Scripts/Editor/Character.meta
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fileFormatVersion: 2
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guid: 95bdc04365ba55b42bf020ffdc22e71f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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#if READY_PLAYER_ME
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using ReadyPlayerMe.Core;
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using ReadyPlayerMe.Core.Editor;
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#endif
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using System;
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using System.IO;
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using System.Net;
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using System.Text;
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using Convai.Scripts.Runtime.Utils;
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using Convai.Scripts.Utils;
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using Convai.Scripts.Utils.LipSync;
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using Newtonsoft.Json;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Random = UnityEngine.Random;
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namespace Convai.Scripts.Editor.Character
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{
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public class ConvaiCharacterImporter : EditorWindow
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{
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/// <summary>
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/// The color palette used for the character text.
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/// </summary>
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private static readonly Color[] ColorPalette =
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{
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new(1f, 0f, 0f), new(0f, 1f, 0f), new(0f, 0f, 1f),
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new(1f, 1f, 0f), new(0f, 1f, 1f), new(1f, 0f, 1f),
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new(1f, 0.5f, 0f), new(0.5f, 0f, 0.5f), new(0f, 0.5f, 0f),
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new(0.5f, 0.5f, 0.5f), new(1f, 0.8f, 0.6f), new(0.6f, 0.8f, 1f),
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new(0.8f, 0.6f, 1f), new(1f, 0.6f, 0.8f), new(0.7f, 0.4f, 0f),
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new(0f, 0.7f, 0.7f), new(0.7f, 0.7f, 0f), new(0f, 0.7f, 0.4f),
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new(0.7f, 0f, 0.2f), new(0.9f, 0.9f, 0.9f)
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};
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/// <summary>
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/// Creates the GUI for the Character Importer window.
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/// </summary>
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public void CreateGUI()
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{
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VisualElement root = rootVisualElement;
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ScrollView page2 = new();
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root.Add(new Label(""));
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Image convaiLogoImage = new()
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{
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image = AssetDatabase.LoadAssetAtPath<Texture>(ConvaiImagesDirectory.CONVAI_LOGO_PATH),
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style =
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{
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height = 100,
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paddingBottom = 10,
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paddingTop = 10,
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paddingRight = 10,
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paddingLeft = 10
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}
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};
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root.Add(convaiLogoImage);
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Label convaiCharacterIDLabel = new("Enter your Character ID: ")
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{
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style = { fontSize = 16 }
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};
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TextField characterIDTextField = new();
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Button downloadButton = new(() => DownloadCharacter(characterIDTextField.text))
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{
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text = "Import!",
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style =
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{
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fontSize = 16,
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unityFontStyleAndWeight = FontStyle.Bold,
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alignSelf = Align.Center,
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paddingBottom = 10,
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paddingLeft = 30,
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paddingRight = 30,
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paddingTop = 10
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}
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};
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Button docsLink = new(() => Application.OpenURL(
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"https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/importing-a-character-from-convai-playground"))
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{
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text = "How do I create a character?",
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style =
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{
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alignSelf = Align.Center,
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paddingBottom = 5,
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paddingLeft = 50,
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paddingRight = 50,
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paddingTop = 5
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}
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};
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page2.Add(convaiCharacterIDLabel);
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page2.Add(new Label(""));
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page2.Add(characterIDTextField);
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page2.Add(new Label(""));
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page2.Add(downloadButton);
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page2.Add(new Label(""));
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page2.Add(docsLink);
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page2.style.marginBottom = 20;
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page2.style.marginLeft = 20;
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page2.style.marginRight = 20;
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page2.style.marginTop = 20;
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root.Add(page2);
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}
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/// <summary>
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/// Opens the Character Importer window.
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/// </summary>
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[MenuItem("Convai/Character Importer", false, 5)]
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public static void CharacterImporter()
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{
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ConvaiCharacterImporter wnd = GetWindow<ConvaiCharacterImporter>();
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wnd.titleContent = new GUIContent("Character Importer");
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}
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/// <summary>
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/// Downloads the character from the Convai API and sets up the character in the scene.
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/// </summary>
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/// <param name="characterID"> The characterID of the character to download.</param>
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private async void DownloadCharacter(string characterID)
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{
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#if READY_PLAYER_ME
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if (!ConvaiAPIKeySetup.GetAPIKey(out string apiKey)) return;
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GetRequest getRequest = new(characterID);
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string stringGetRequest = JsonConvert.SerializeObject(getRequest);
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WebRequest request = WebRequest.Create("https://api.convai.com/character/get");
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EditorUtility.DisplayProgressBar("Connecting", "Collecting resources...", 0f);
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request.Method = "post";
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request.ContentType = "application/json";
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request.Headers.Add("CONVAI-API-KEY", apiKey);
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byte[] jsonBytes = Encoding.UTF8.GetBytes(stringGetRequest);
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await using Stream requestStream = await request.GetRequestStreamAsync();
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await requestStream.WriteAsync(jsonBytes, 0, jsonBytes.Length);
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try
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{
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using HttpWebResponse response = (HttpWebResponse)await request.GetResponseAsync();
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await using Stream streamResponse = response.GetResponseStream();
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if (streamResponse == null) return;
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using StreamReader reader = new(streamResponse);
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string responseContent = await reader.ReadToEndAsync();
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GetResponse getResponseContent = JsonConvert.DeserializeObject<GetResponse>(responseContent);
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string modelLink = getResponseContent.ModelDetail.ModelLink;
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string characterName = getResponseContent.CharacterName.Trim();
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AvatarObjectLoader avatarLoader = new()
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{
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AvatarConfig = Resources.Load<AvatarConfig>("ConvaiRPMAvatarConfig")
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};
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DirectoryUtility.DefaultAvatarFolder = $"Convai/Characters/Mesh Data/{characterName}";
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EditorUtility.DisplayProgressBar("Downloading Character", "Initializing download...", 0f);
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avatarLoader.OnProgressChanged += (_, progressArgs) =>
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EditorUtility.DisplayProgressBar("Downloading Character", $"Downloading character model {characterName}: {progressArgs.Progress * 100f}%",
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progressArgs.Progress);
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avatarLoader.OnCompleted += (_, args) =>
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{
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EditorUtility.ClearProgressBar();
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AvatarLoaderSettings avatarLoaderSettings = Resources.Load<AvatarLoaderSettings>("ConvaiAvatarLoaderSettings");
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string path =
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$"{DirectoryUtility.GetRelativeProjectPath(args.Avatar.name, AvatarCache.GetAvatarConfigurationHash(avatarLoaderSettings.AvatarConfig))}/{args.Avatar.name}";
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GameObject avatar = PrefabHelper.CreateAvatarPrefab(args.Metadata, path, avatarConfig: avatarLoaderSettings.AvatarConfig);
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SetupCharacter(characterID, characterName, avatar, args);
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Debug.Log($"Character '{characterName}' downloaded and set up successfully.");
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};
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avatarLoader.OnFailed += (_, error) =>
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{
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EditorUtility.ClearProgressBar();
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Debug.LogError($"Failed to download character: {error}");
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};
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avatarLoader.LoadAvatar(modelLink);
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}
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catch (WebException e)
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{
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EditorUtility.ClearProgressBar();
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Debug.LogError(e.Message + "\nPlease check if Character ID is correct.");
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}
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catch (Exception e)
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{
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EditorUtility.ClearProgressBar();
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Debug.LogError(e);
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}
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#endif
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}
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#if READY_PLAYER_ME
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/// <summary>
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/// Sets up the character in the scene with the downloaded character model.
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/// </summary>
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/// <param name="characterID"> The character ID.</param>
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/// <param name="characterName"> The name of the character.</param>
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/// <param name="avatar"> The avatar GameObject to set up.</param>
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/// <param name="args"> The completion event arguments.</param>
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private void SetupCharacter(string characterID, string characterName, GameObject avatar, CompletionEventArgs args)
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{
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SetupCharacterMetadata(characterName, avatar);
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SetupCollision(avatar);
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avatar.AddComponent<AudioSource>();
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SetupAnimator(args, avatar);
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ConvaiNPC convaiNPCComponent = SetupConvaiComponents(characterID, characterName, avatar);
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SetupLipsync(avatar);
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SetupChatUI(convaiNPCComponent);
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PrefabUtility.SaveAsPrefabAsset(avatar, $"Assets/Convai/Characters/Prefabs/{avatar.name}.prefab");
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DestroyImmediate(args.Avatar, true);
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Selection.activeObject = avatar;
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}
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#endif
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/// <summary>Setups the lipsync.</summary>
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/// <param name="avatar">The avatar.</param>
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private static void SetupLipsync(GameObject avatar)
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{
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ConvaiLipSync convaiLipSync = avatar.AddComponent<ConvaiLipSync>();
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convaiLipSync.BlendshapeType = ConvaiLipSync.LipSyncBlendshapeType.ARKit;
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}
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/// <summary>
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/// Sets up the metadata for the character.
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/// </summary>
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/// <param name="characterName">The name of the character.</param>
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/// <param name="avatar">The avatar GameObject.</param>
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private static void SetupCharacterMetadata(string characterName, GameObject avatar)
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{
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avatar.tag = "Character";
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avatar.name = $"Convai NPC {characterName}";
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}
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/// <summary>
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/// Sets up the chat UI for the character.
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/// </summary>
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/// <param name="convaiNPCComponent">The ConvaiNPC component.</param>
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private void SetupChatUI(ConvaiNPC convaiNPCComponent)
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{
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ConvaiChatUIHandler chatUIHandler = FindObjectOfType<ConvaiChatUIHandler>();
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if (chatUIHandler != null && convaiNPCComponent.characterName != null &&
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!chatUIHandler.HasCharacter(convaiNPCComponent.characterName))
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{
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Utils.Character newCharacter = new()
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{
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characterGameObject = convaiNPCComponent,
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characterName = convaiNPCComponent.characterName,
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CharacterTextColor = GetRandomColor()
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};
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chatUIHandler.AddCharacter(newCharacter);
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EditorUtility.SetDirty(chatUIHandler);
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}
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}
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/// <summary>
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/// Sets up the Convai components for the character.
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/// </summary>
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/// <param name="characterID">The character ID.</param>
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/// <param name="characterName">The name of the character.</param>
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/// <param name="avatar">The avatar GameObject.</param>
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/// <returns>The ConvaiNPC component.</returns>
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private static ConvaiNPC SetupConvaiComponents(string characterID, string characterName, GameObject avatar)
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{
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ConvaiNPC convaiNPCComponent = avatar.AddComponent<ConvaiNPC>();
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convaiNPCComponent.sessionID = "-1";
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convaiNPCComponent.characterID = characterID;
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convaiNPCComponent.characterName = characterName;
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avatar.AddComponent<ConvaiHeadTracking>();
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return convaiNPCComponent;
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}
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#if READY_PLAYER_ME
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/// <summary>
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/// Sets up the animator for the character.
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/// </summary>
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/// <param name="args">The completion event arguments.</param>
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/// <param name="avatar">The avatar GameObject.</param>
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private static void SetupAnimator(CompletionEventArgs args, GameObject avatar)
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{
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AvatarAnimationHelper.SetupAnimator(args.Metadata, avatar);
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Animator animator = avatar.GetComponent<Animator>();
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// Determine avatar type based on Avatar field in Animator component
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bool isMasculine = animator.avatar.name.Contains("Masculine");
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// Set the appropriate animator controller
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string animatorPath = isMasculine ? "Masculine NPC Animator" : "Feminine NPC Animator";
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animator.runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>(animatorPath);
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}
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#endif
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/// <summary>
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/// Sets up the collision for the character.
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/// </summary>
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/// <param name="avatar">The avatar GameObject.</param>
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private static void SetupCollision(GameObject avatar)
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{
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CapsuleCollider capsuleColliderComponent = avatar.AddComponent<CapsuleCollider>();
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capsuleColliderComponent.center = new Vector3(0, 0.9f, 0);
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capsuleColliderComponent.radius = 0.3f;
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capsuleColliderComponent.height = 1.8f;
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capsuleColliderComponent.isTrigger = true;
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}
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/// <summary>
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/// Returns a random color from the predefined palette.
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/// </summary>
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/// <returns>A random color from the predefined palette.</returns>
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private Color GetRandomColor()
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{
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return ColorPalette[Random.Range(0, ColorPalette.Length)];
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}
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private class GetRequest
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{
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[JsonProperty("charID")] public string CharID;
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public GetRequest(string charID)
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{
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CharID = charID;
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}
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}
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private class GetResponse
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{
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[JsonProperty("backstory")] public string Backstory;
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[JsonProperty("character_actions")] public string[] CharacterActions;
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[JsonProperty("character_emotions")] public string[] CharacterEmotions;
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[JsonProperty("character_id")] public string CharacterID;
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[JsonProperty("character_name")] public string CharacterName;
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[JsonProperty("model_details")] public ModelDetails ModelDetail;
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[JsonProperty("timestamp")] public string Timestamp;
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[JsonProperty("user_id")] public string UserID;
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[JsonProperty("voice_type")] public string VoiceType;
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#region Nested type: ModelDetails
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internal class ModelDetails
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{
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[JsonProperty("modelLink")] public string ModelLink;
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[JsonProperty("modelPlaceholder")] public string ModelPlaceholder;
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[JsonProperty("modelType")] public string ModelType;
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}
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#endregion
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 387cdd849d1d17342bd74800041fbc7f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
8
Assets/Convai/Scripts/Editor/Custom Package.meta
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8
Assets/Convai/Scripts/Editor/Custom Package.meta
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fileFormatVersion: 2
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guid: 597bd5d03de1f16428d8240a3cb00d23
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||||
folderAsset: yes
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DefaultImporter:
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||||
externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,588 @@
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#if UNITY_EDITOR
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build;
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEngine;
|
||||
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
|
||||
|
||||
namespace Convai.Scripts.Editor.Custom_Package
|
||||
{
|
||||
/// <summary>
|
||||
/// Custom package installer for Convai's Custom Packages in Unity Editor.
|
||||
/// </summary>
|
||||
public class ConvaiCustomPackageInstaller : EditorWindow, IActiveBuildTargetChanged
|
||||
{
|
||||
// Enum to represent different setup types
|
||||
private enum SetupTypes
|
||||
{
|
||||
None,
|
||||
ARAndroid,
|
||||
ARiOS,
|
||||
VR,
|
||||
Uninstaller
|
||||
}
|
||||
|
||||
// Paths to different Convai packages
|
||||
private const string AR_PACKAGE_PATH = "Assets/Convai/Custom Packages/ConvaiARUpgrader.unitypackage";
|
||||
private const string IOS_BUILD_PACKAGE_PATH = "Assets/Convai/Custom Packages/ConvaiiOSBuild.unitypackage";
|
||||
private const string TMP_PACKAGE_PATH = "Assets/Convai/Custom Packages/ConvaiCustomTMP.unitypackage";
|
||||
private const string URP_CONVERTER_PACKAGE_PATH = "Assets/Convai/Custom Packages/ConvaiURPConverter.unitypackage";
|
||||
private const string VR_PACKAGE_PATH = "Assets/Convai/Custom Packages/ConvaiVRUpgrader.unitypackage";
|
||||
|
||||
// Index to keep track of the current package installation step
|
||||
private int _currentPackageInstallIndex;
|
||||
|
||||
// Current setup type
|
||||
private SetupTypes _currentSetup;
|
||||
|
||||
// Request object for package installations/uninstallations
|
||||
private Request _request;
|
||||
|
||||
/// <summary>
|
||||
/// GUI method to display the window and buttons.
|
||||
/// </summary>
|
||||
private void OnGUI()
|
||||
{
|
||||
// Loading Convai logo
|
||||
Texture2D convaiLogo = AssetDatabase.LoadAssetAtPath<Texture2D>(ConvaiImagesDirectory.CONVAI_LOGO_PATH);
|
||||
GUI.DrawTexture(new Rect(115, 0, 256, 80), convaiLogo);
|
||||
|
||||
GUILayout.BeginArea(new Rect(165, 100, Screen.width, Screen.height));
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
// Button to install AR package
|
||||
if (GUILayout.Button("Install AR Package", GUILayout.Width(170), GUILayout.Height(30)))
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Which Platform",
|
||||
"Which platform do you want to install AR package for?", "Android", "iOS"))
|
||||
{
|
||||
// Display confirmation dialog before installation
|
||||
if (EditorUtility.DisplayDialog("Confirm Android AR Package Installation",
|
||||
"This step will install AR-related packages and integrate Convai's AR package into your project. " +
|
||||
"This process will affect your project. Do you want to proceed?\n\n" +
|
||||
"The following operations will be performed:\n" +
|
||||
"- Universal Render Pipeline (URP)\n" +
|
||||
"- ARCore Plugin\n" +
|
||||
"- Convai Custom AR Package\n" +
|
||||
"- Convai URP Converter\n\n" +
|
||||
"* If these packages are not present in your project, they will be installed.\n" +
|
||||
"* If the target build platform is not Android, it will be switched to Android.", "Yes, Proceed", "No, Cancel"))
|
||||
{
|
||||
EditorApplication.LockReloadAssemblies();
|
||||
StartPackageInstallation(SetupTypes.ARAndroid);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Display confirmation dialog before installation
|
||||
if (EditorUtility.DisplayDialog("Confirm iOS AR Package Installation",
|
||||
"This step will install AR-related packages and integrate Convai's AR package into your project. " +
|
||||
"This process will affect your project. Do you want to proceed?\n\n" +
|
||||
"The following operations will be performed:\n" +
|
||||
"- Universal Render Pipeline (URP)\n" +
|
||||
"- ARKit Plugin\n" +
|
||||
"- Convai Custom AR Package\n" +
|
||||
"- Convai URP Converter\n\n" +
|
||||
"* If these packages are not present in your project, they will be installed.\n" +
|
||||
"* If the target build platform is not iOS, it will be switched to iOS.", "Yes, Proceed", "No, Cancel"))
|
||||
{
|
||||
EditorApplication.LockReloadAssemblies();
|
||||
StartPackageInstallation(SetupTypes.ARiOS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Button to install VR package
|
||||
if (GUILayout.Button("Install VR Package", GUILayout.Width(170), GUILayout.Height(30)))
|
||||
// Display confirmation dialog before installation
|
||||
if (EditorUtility.DisplayDialog("Confirm VR Package Installation",
|
||||
"This step will install VR-related packages and integrate Convai's VR package into your project. " +
|
||||
"This process will affect your project. Do you want to proceed?\n\n" +
|
||||
"The following operations will be performed:\n" +
|
||||
"- Universal Render Pipeline (URP)\n" +
|
||||
"- OpenXR Plugin\n" +
|
||||
"- XR Interaction Toolkit\n" +
|
||||
"- Convai Custom VR Package\n" +
|
||||
"- Convai URP Converter\n\n" +
|
||||
"* If these packages are not present in your project, they will be installed.\n" +
|
||||
"* If the target build platform is not Android, it will be switched to Android.", "Yes, Proceed", "No, Cancel"))
|
||||
{
|
||||
EditorApplication.LockReloadAssemblies();
|
||||
StartPackageInstallation(SetupTypes.VR);
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
// Button to uninstall XR package
|
||||
if (GUILayout.Button("Uninstall XR Package", GUILayout.Width(170), GUILayout.Height(30)))
|
||||
// Display confirmation dialog before uninstallation
|
||||
if (EditorUtility.DisplayDialog("Confirm Package Uninstallation",
|
||||
"This process will uninstall the Convai package and revert changes made by AR or VR setups in your project. " +
|
||||
"It may affect your project. Are you sure you want to proceed?\n\n" +
|
||||
"The following packages will be uninstalled.\n" +
|
||||
"- ARCore Plugin or ARKit\n" +
|
||||
"- OpenXR Plugin\n" +
|
||||
"- XR Interaction Toolkit\n" +
|
||||
"- Convai Custom AR or VR Package\n\n" +
|
||||
"* The Convai Uninstaller Package will be installed. This process will revert scripts modified for XR to their default states.",
|
||||
"Yes, Uninstall", "No, Cancel"))
|
||||
{
|
||||
_currentSetup = SetupTypes.Uninstaller;
|
||||
EditorApplication.update += Progress;
|
||||
EditorApplication.LockReloadAssemblies();
|
||||
HandleUninstallPackage();
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Install iOS Build Package", GUILayout.Width(170), GUILayout.Height(30)))
|
||||
{
|
||||
InstallConvaiUnityPackage(IOS_BUILD_PACKAGE_PATH);
|
||||
TryToDownloadiOSDLL();
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Install URP Converter", GUILayout.Width(170), GUILayout.Height(30))) InstallConvaiUnityPackage(URP_CONVERTER_PACKAGE_PATH);
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Install TMP Package", GUILayout.Width(170), GUILayout.Height(30))) InstallConvaiUnityPackage(TMP_PACKAGE_PATH);
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
// IActiveBuildTargetChanged callback
|
||||
public int callbackOrder { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Called when the active build target is changed.
|
||||
/// </summary>
|
||||
/// <param name="previousTarget">The previous build target.</param>
|
||||
/// <param name="newTarget">The new build target.</param>
|
||||
public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
|
||||
{
|
||||
// Check if the new build target is iOS and trigger the download of iOS DLL.
|
||||
if (newTarget == BuildTarget.iOS) TryToDownloadiOSDLL();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows the Convai Custom Package Installer window.
|
||||
/// </summary>
|
||||
[MenuItem("Convai/Custom Package Installer", false, 10)]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
ConvaiCustomPackageInstaller window = GetWindow<ConvaiCustomPackageInstaller>("Convai Custom Package Installer", true);
|
||||
window.minSize = new Vector2(500, 370);
|
||||
window.maxSize = window.minSize;
|
||||
window.titleContent.text = "Custom Package Installer";
|
||||
window.Show();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Progress method to handle the installation/uninstallation progress.
|
||||
/// </summary>
|
||||
private void Progress()
|
||||
{
|
||||
Debug.Log("<color=cyan>Process in progress... Please wait.</color>");
|
||||
|
||||
// Check if the request object is initialized
|
||||
if (_request == null) return;
|
||||
if (_request.IsCompleted)
|
||||
{
|
||||
switch (_request.Status)
|
||||
{
|
||||
case StatusCode.InProgress:
|
||||
// Do nothing while the request is still in progress
|
||||
break;
|
||||
case StatusCode.Success:
|
||||
// Handle the successful completion of the package request
|
||||
HandlePackageRequest();
|
||||
break;
|
||||
case StatusCode.Failure:
|
||||
// Log an error message in case of failure
|
||||
Debug.LogError("Error: " + _request.Error.message);
|
||||
break;
|
||||
}
|
||||
|
||||
// Remove the Progress method from the update event
|
||||
EditorApplication.UnlockReloadAssemblies();
|
||||
EditorApplication.update -= Progress;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to handle the completion of the package request.
|
||||
/// </summary>
|
||||
private void HandlePackageRequest()
|
||||
{
|
||||
switch (_currentSetup)
|
||||
{
|
||||
case SetupTypes.None:
|
||||
// Do nothing for SetupTypes.None
|
||||
break;
|
||||
case SetupTypes.ARiOS:
|
||||
// Handle iOS AR package installation
|
||||
HandleARPackageInstall();
|
||||
Debug.Log("<color=lime>The request for package installation from the Package Manager has been successfully completed.</color>");
|
||||
break;
|
||||
case SetupTypes.ARAndroid:
|
||||
// Handle Android AR package installation
|
||||
HandleARPackageInstall();
|
||||
Debug.Log("<color=lime>The request for package installation from the Package Manager has been successfully completed.</color>");
|
||||
break;
|
||||
case SetupTypes.VR:
|
||||
// Handle VR package installation
|
||||
HandleVRPackageInstall();
|
||||
Debug.Log("<color=lime>The request for package installation from the Package Manager has been successfully completed.</color>");
|
||||
break;
|
||||
case SetupTypes.Uninstaller:
|
||||
// Handle uninstallation package completion
|
||||
HandleUninstallPackage();
|
||||
Debug.Log("<color=lime>The request for package uninstallation from the Package Manager has been successfully completed.</color>");
|
||||
break;
|
||||
}
|
||||
|
||||
// Add the Progress method back to the update event
|
||||
EditorApplication.update += Progress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to handle the uninstallation of packages.
|
||||
/// </summary>
|
||||
private void HandleUninstallPackage()
|
||||
{
|
||||
// Check if the request object is not initialized
|
||||
if (_request == null)
|
||||
{
|
||||
// Define asset paths to delete
|
||||
string[] deleteAssetPaths =
|
||||
{
|
||||
"Assets/Samples",
|
||||
"Assets/Convai/ConvaiAR",
|
||||
"Assets/Convai/ConvaiVR",
|
||||
"Assets/XR",
|
||||
"Assets/XRI"
|
||||
};
|
||||
|
||||
List<string> outFailedPaths = new();
|
||||
// Delete specified asset paths
|
||||
AssetDatabase.DeleteAssets(deleteAssetPaths, outFailedPaths);
|
||||
|
||||
// Log errors if any deletion fails
|
||||
if (outFailedPaths.Count > 0)
|
||||
foreach (string failedPath in outFailedPaths)
|
||||
Debug.LogError("Failed to delete : " + failedPath);
|
||||
}
|
||||
|
||||
// Define package names for uninstallation
|
||||
string ARCorePackageName = "com.unity.xr.arcore";
|
||||
string ARKitPackageName = "com.unity.xr.arkit";
|
||||
string OpenXRPackageName = "com.unity.xr.openxr";
|
||||
string XRInteractionToolkitPackageName = "com.unity.xr.interaction.toolkit";
|
||||
|
||||
// Check if ARCore is installed and initiate removal
|
||||
if (IsPackageInstalled(ARCorePackageName)) _request = Client.Remove(ARCorePackageName);
|
||||
|
||||
// Check if ARKit is installed and initiate removal
|
||||
if (IsPackageInstalled(ARKitPackageName))
|
||||
{
|
||||
_request = Client.Remove(ARKitPackageName);
|
||||
}
|
||||
// Check if OpenXR is installed and initiate removal
|
||||
else if (IsPackageInstalled(OpenXRPackageName))
|
||||
{
|
||||
_request = Client.Remove(OpenXRPackageName);
|
||||
}
|
||||
// Check if XR Interaction Toolkit is installed and initiate removal
|
||||
else if (IsPackageInstalled(XRInteractionToolkitPackageName))
|
||||
{
|
||||
_request = Client.Remove(XRInteractionToolkitPackageName);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stop the update event if the request is not initialized
|
||||
EditorApplication.update -= Progress;
|
||||
EditorApplication.UnlockReloadAssemblies();
|
||||
}
|
||||
|
||||
// Remove the Progress method from the update event if the request is not initialized
|
||||
if (_request == null) EditorApplication.update -= Progress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to start the installation of a specific package setup.
|
||||
/// </summary>
|
||||
private void StartPackageInstallation(SetupTypes setupType)
|
||||
{
|
||||
// Log a message indicating the start of the package installation
|
||||
Debug.Log($"<color=cyan>Installation of {setupType} package has started... This process may take 3-5 minutes.</color>");
|
||||
|
||||
// Warn the user about the possibility of 'Failed to Resolve Packages' error
|
||||
Debug.LogWarning("<color=yellow>If you encounter with 'Failed to Resolve Packages' error, there's no need to be concerned.</color>");
|
||||
|
||||
// Reset the package installation index
|
||||
_currentPackageInstallIndex = 0;
|
||||
|
||||
// Set the current setup type
|
||||
_currentSetup = setupType;
|
||||
// Initialize the Universal Render Pipeline (URP) setup
|
||||
InitializeURPSetup();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to handle the installation of AR-related packages.
|
||||
/// </summary>
|
||||
private void HandleARPackageInstall()
|
||||
{
|
||||
// Check the current package installation index
|
||||
if (_currentPackageInstallIndex == 0)
|
||||
{
|
||||
switch (_currentSetup)
|
||||
{
|
||||
case SetupTypes.ARAndroid:
|
||||
// Initialize the ARCore setup
|
||||
InitializeARCoreSetup();
|
||||
break;
|
||||
case SetupTypes.ARiOS:
|
||||
// Initialize the ARKit setup
|
||||
InitializeARKitSetup();
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Install AR-related packages and perform necessary setup
|
||||
InstallConvaiUnityPackage(AR_PACKAGE_PATH);
|
||||
InstallConvaiUnityPackage(URP_CONVERTER_PACKAGE_PATH);
|
||||
switch (_currentSetup)
|
||||
{
|
||||
case SetupTypes.ARAndroid:
|
||||
TryToChangeEditorBuildTargetToAndroid();
|
||||
break;
|
||||
case SetupTypes.ARiOS:
|
||||
TryToChangeEditorBuildTargetToiOS();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to handle the installation of VR-related packages.
|
||||
/// </summary>
|
||||
private void HandleVRPackageInstall()
|
||||
{
|
||||
// Check the current package installation index
|
||||
if (_currentPackageInstallIndex == 0)
|
||||
{
|
||||
// Initialize the OpenXR setup
|
||||
InitializeOpenXRSetup();
|
||||
}
|
||||
else if (_currentPackageInstallIndex == 1)
|
||||
{
|
||||
// Initialize the XR Interaction Toolkit setup
|
||||
InitializeXRInteractionToolkitSetup();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Install VR-related packages and perform necessary setup
|
||||
InstallConvaiUnityPackage(VR_PACKAGE_PATH);
|
||||
InstallConvaiUnityPackage(URP_CONVERTER_PACKAGE_PATH);
|
||||
TryToChangeEditorBuildTargetToAndroid();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to initialize the URP setup.
|
||||
/// </summary>
|
||||
private void InitializeURPSetup()
|
||||
{
|
||||
// Define the URP package name
|
||||
const string URPPackageName = "com.unity.render-pipelines.universal@14.0.11";
|
||||
|
||||
// Check if the URP package is already installed
|
||||
if (IsPackageInstalled(URPPackageName))
|
||||
{
|
||||
// If installed, handle the successful package request
|
||||
HandlePackageRequest();
|
||||
return;
|
||||
}
|
||||
|
||||
// If not installed, send a request to the Package Manager to add the URP package
|
||||
_request = Client.Add(URPPackageName);
|
||||
Debug.Log($"<color=orange>{URPPackageName} Package Installation Request Sent to Package Manager.</color>");
|
||||
|
||||
// Add the Progress method to the update event to monitor the installation progress
|
||||
EditorApplication.update += Progress;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to initialize the ARCore setup.
|
||||
/// </summary>
|
||||
private void InitializeARCoreSetup()
|
||||
{
|
||||
// Set the current package installation index for ARCore
|
||||
_currentPackageInstallIndex = 1;
|
||||
|
||||
// Define the ARCore package name
|
||||
string ARCorePackageName = "com.unity.xr.arcore@5.1.4";
|
||||
|
||||
// Check if the ARCore package is already installed
|
||||
if (IsPackageInstalled(ARCorePackageName))
|
||||
{
|
||||
// If installed, handle the AR package installation
|
||||
HandleARPackageInstall();
|
||||
return;
|
||||
}
|
||||
|
||||
// If not installed, send a request to the Package Manager to add the ARCore package
|
||||
_request = Client.Add(ARCorePackageName);
|
||||
Debug.Log($"<color=orange>{ARCorePackageName} Package Installation Request sent to Package Manager.</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to initialize the ARKit setup.
|
||||
/// </summary>
|
||||
private void InitializeARKitSetup()
|
||||
{
|
||||
// Set the current package installation index for AR Setup
|
||||
_currentPackageInstallIndex = 1;
|
||||
|
||||
// Define the ARKit package name
|
||||
string ARKitPackageName = "com.unity.xr.arkit@5.1.4";
|
||||
|
||||
// Check if the ARKit package is already installed
|
||||
if (IsPackageInstalled(ARKitPackageName))
|
||||
{
|
||||
// If installed, handle the AR package installation
|
||||
HandleARPackageInstall();
|
||||
return;
|
||||
}
|
||||
|
||||
// If not installed, send a request to the Package Manager to add the ARKit package
|
||||
_request = Client.Add(ARKitPackageName);
|
||||
Debug.Log($"<color=orange>{ARKitPackageName} Package Installation Request sent to Package Manager.</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to initialize the OpenXR setup.
|
||||
/// </summary>
|
||||
private void InitializeOpenXRSetup()
|
||||
{
|
||||
// Set the current package installation index for OpenXR
|
||||
_currentPackageInstallIndex = 1;
|
||||
|
||||
// Define the OpenXR package name
|
||||
string OpenXRPackageName = "com.unity.xr.openxr@1.10.0";
|
||||
|
||||
// Check if the OpenXR package is already installed
|
||||
if (IsPackageInstalled(OpenXRPackageName))
|
||||
{
|
||||
// If installed, handle the VR package installation
|
||||
HandleVRPackageInstall();
|
||||
return;
|
||||
}
|
||||
|
||||
// If not installed, send a request to the Package Manager to add the OpenXR package
|
||||
_request = Client.Add(OpenXRPackageName);
|
||||
Debug.Log($"<color=orange>{OpenXRPackageName} Package Installation Request sent to Package Manager.</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to initialize the XR Interaction Toolkit setup.
|
||||
/// </summary>
|
||||
private void InitializeXRInteractionToolkitSetup()
|
||||
{
|
||||
// Set the current package installation index for XR Interaction Toolkit
|
||||
_currentPackageInstallIndex = 2;
|
||||
|
||||
// Define the XR Interaction Toolkit package name
|
||||
string XRInteractionToolkitPackageName = "com.unity.xr.interaction.toolkit@2.5.4";
|
||||
|
||||
// Check if the XR Interaction Toolkit package is already installed
|
||||
if (IsPackageInstalled(XRInteractionToolkitPackageName))
|
||||
{
|
||||
// If installed, handle the VR package installation
|
||||
HandleVRPackageInstall();
|
||||
return;
|
||||
}
|
||||
|
||||
// If not installed, send a request to the Package Manager to add the XR Interaction Toolkit package
|
||||
_request = Client.Add(XRInteractionToolkitPackageName);
|
||||
Debug.Log($"<color=orange>{XRInteractionToolkitPackageName} Package Installation Request sent to Package Manager.</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to install a custom Convai Unity package.
|
||||
/// </summary>
|
||||
private void InstallConvaiUnityPackage(string packagePath)
|
||||
{
|
||||
// Import the Unity package
|
||||
AssetDatabase.ImportPackage(packagePath, false);
|
||||
|
||||
// Get the package name without extension
|
||||
string packageName = Path.GetFileNameWithoutExtension(packagePath);
|
||||
Debug.Log($"<color=lime>{packageName} Custom Unity Package Installation Completed.</color>");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to check if a package is already installed.
|
||||
/// </summary>
|
||||
private bool IsPackageInstalled(string packageName)
|
||||
{
|
||||
// Iterate through all registered packages
|
||||
foreach (PackageInfo packageInfo in PackageInfo.GetAllRegisteredPackages())
|
||||
// Check if the package name matches
|
||||
if (packageInfo.name == packageName)
|
||||
// Return true if the package is installed
|
||||
return true;
|
||||
|
||||
// Return false if the package is not installed
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try changing the editor build target to Android.
|
||||
/// </summary>
|
||||
private void TryToChangeEditorBuildTargetToAndroid()
|
||||
{
|
||||
// Check if the current build target is not Android
|
||||
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android)
|
||||
{
|
||||
// Switch the active build target to Android
|
||||
EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
Debug.Log("<color=lime>Build Target Platform is being Changed to Android...</color>");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try changing the editor build target to iOS.
|
||||
/// </summary>
|
||||
private void TryToChangeEditorBuildTargetToiOS()
|
||||
{
|
||||
// Check if the current build target is not iOS
|
||||
if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS)
|
||||
{
|
||||
// Switch the active build target to iOS
|
||||
EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.iOS, BuildTarget.iOS);
|
||||
Debug.Log("<color=lime>Build Target Platform is being Changed to iOS...</color>");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to download the iOS DLL using the IOSDLLDownloader class.
|
||||
/// </summary>
|
||||
private void TryToDownloadiOSDLL()
|
||||
{
|
||||
// Call the TryToDownload method from the IOSDLLDownloader class.
|
||||
iOSDLLDownloader.TryToDownload();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53fd043db40ab5b4798e83e7f3204952
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
173
Assets/Convai/Scripts/Editor/Custom Package/IOSDLLDownloader.cs
Normal file
173
Assets/Convai/Scripts/Editor/Custom Package/IOSDLLDownloader.cs
Normal file
@ -0,0 +1,173 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.IO.Compression;
|
||||
using System.Net;
|
||||
using Convai.Scripts.Runtime.Utils;
|
||||
using Convai.Scripts.Utils;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
namespace Convai.Scripts.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Editor window for downloading and extracting iOS DLL from a specified URL.
|
||||
/// </summary>
|
||||
public class iOSDLLDownloader
|
||||
{
|
||||
private const string DOWNLOAD_ENDPOINT_URL = "https://api.convai.com/user/downloadAsset";
|
||||
private const string RELATIVE_PATH = "Convai/Plugins/Grpc.Core/runtimes";
|
||||
private static string _targetDirectory;
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to download the iOS DLL if it doesn't already exist.
|
||||
/// </summary>
|
||||
public static void TryToDownload()
|
||||
{
|
||||
if (CheckFileExistence()) return;
|
||||
Debug.Log("<color=lime>The iOS DLL download has started...</color>");
|
||||
DownloadAndExtract(GetTargetDirectory());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine to download and extract the ZIP file from the specified URL.
|
||||
/// </summary>
|
||||
/// <param name="url">URL of the ZIP file to download.</param>
|
||||
/// <param name="outputPath">Directory to extract the contents to.</param>
|
||||
/// <returns></returns>
|
||||
private static void DownloadAndExtract(string outputPath)
|
||||
{
|
||||
try
|
||||
{
|
||||
string downloadURL = GetDownloadURL();
|
||||
|
||||
if (downloadURL == null) Debug.LogError("Failed to get download URL. Please check the API key and try again.");
|
||||
|
||||
using UnityWebRequest webRequest = UnityWebRequest.Get(downloadURL);
|
||||
webRequest.SendWebRequest();
|
||||
|
||||
while (!webRequest.isDone)
|
||||
{
|
||||
float progress = webRequest.downloadProgress;
|
||||
EditorUtility.DisplayProgressBar("Downloading required iOS DLL...",
|
||||
"Please wait for the download to finish and do not close Unity. " + (int)(progress * 100) + "%", progress);
|
||||
}
|
||||
|
||||
EditorUtility.ClearProgressBar();
|
||||
|
||||
if (webRequest.result is UnityWebRequest.Result.ConnectionError or UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError($"Error downloading file: {webRequest.error}");
|
||||
}
|
||||
else
|
||||
{
|
||||
byte[] results = webRequest.downloadHandler.data;
|
||||
string zipPath = Path.Combine(Path.GetTempPath(), "downloaded.zip");
|
||||
File.WriteAllBytes(zipPath, results);
|
||||
ExtractZipFile(zipPath, outputPath);
|
||||
File.Delete(zipPath);
|
||||
Debug.Log($"Downloaded and extracted to {outputPath}" + "/ios/libgrpc.a");
|
||||
|
||||
// Refresh the asset database to make sure the new files are recognized
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.Log(e.Message);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the download URL from Convai API.
|
||||
/// </summary>
|
||||
/// <returns>The download URL or null.</returns>
|
||||
private static string GetDownloadURL()
|
||||
{
|
||||
if(!ConvaiAPIKeySetup.GetAPIKey(out string apiKey)) return null;
|
||||
|
||||
string body = @"{""service_name"": ""unity-builds"",""version"":""ios""}";
|
||||
|
||||
WebRequest request = WebRequest.Create(DOWNLOAD_ENDPOINT_URL);
|
||||
request.Method = "POST";
|
||||
request.ContentType = "application/json";
|
||||
request.Headers.Add("CONVAI-API-KEY", apiKey);
|
||||
|
||||
using (StreamWriter streamWriter = new StreamWriter(request.GetRequestStream()))
|
||||
{
|
||||
streamWriter.Write(body);
|
||||
}
|
||||
|
||||
using (WebResponse response = request.GetResponse())
|
||||
using (Stream dataStream = response.GetResponseStream())
|
||||
using (StreamReader reader = new(dataStream))
|
||||
{
|
||||
JObject responseJson = JObject.Parse(reader.ReadToEnd());
|
||||
return (string)responseJson["download_link"];
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Extracts the contents of a ZIP file to the specified output folder.
|
||||
/// </summary>
|
||||
/// <param name="zipFilePath">Path to the ZIP file.</param>
|
||||
/// <param name="outputFolder">Directory to extract the contents to.</param>
|
||||
private static void ExtractZipFile(string zipFilePath, string outputFolder)
|
||||
{
|
||||
if (!Directory.Exists(outputFolder)) Directory.CreateDirectory(outputFolder);
|
||||
|
||||
using (ZipArchive archive = ZipFile.OpenRead(zipFilePath))
|
||||
{
|
||||
float totalEntries = archive.Entries.Count;
|
||||
float currentEntry = 0;
|
||||
|
||||
foreach (ZipArchiveEntry entry in archive.Entries)
|
||||
{
|
||||
string fullPath = Path.Combine(outputFolder, entry.FullName);
|
||||
|
||||
// Ensure the directory exists
|
||||
string directoryName = Path.GetDirectoryName(fullPath);
|
||||
if (!Directory.Exists(directoryName))
|
||||
if (directoryName != null)
|
||||
Directory.CreateDirectory(directoryName);
|
||||
|
||||
// Extract the entry to the output directory
|
||||
entry.ExtractToFile(fullPath, true);
|
||||
|
||||
// Update the progress bar
|
||||
currentEntry++;
|
||||
float progress = currentEntry / totalEntries;
|
||||
EditorUtility.DisplayProgressBar("Extracting", $"Extracting file {entry.Name}...", progress);
|
||||
}
|
||||
}
|
||||
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the target directory for extracting the files.
|
||||
/// </summary>
|
||||
/// <returns>Target directory path.</returns>
|
||||
private static string GetTargetDirectory()
|
||||
{
|
||||
_targetDirectory = Path.Combine(Application.dataPath, RELATIVE_PATH);
|
||||
if (!Directory.Exists(_targetDirectory)) Directory.CreateDirectory(_targetDirectory);
|
||||
return _targetDirectory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the iOS DLL file already exists.
|
||||
/// </summary>
|
||||
/// <returns>True if the file exists, otherwise false.</returns>
|
||||
private static bool CheckFileExistence()
|
||||
{
|
||||
string fullPath = Path.Combine(Application.dataPath, RELATIVE_PATH + "/ios/libgrpc.a");
|
||||
bool fileExists = File.Exists(fullPath);
|
||||
if (fileExists) Debug.Log("<color=orange>iOS DLL already exists. No need to download.</color>");
|
||||
|
||||
return fileExists;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 526eafca5259e824591be577e0305054
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,47 @@
|
||||
using UnityEditor;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEditor.PackageManager;
|
||||
#if !READY_PLAYER_ME
|
||||
using UnityEditor.PackageManager;
|
||||
using UnityEditor.PackageManager.Requests;
|
||||
using UnityEngine;
|
||||
#endif
|
||||
|
||||
|
||||
namespace Convai.Scripts.Editor.Custom_Package
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
public class ReadyPlayerMeImporter
|
||||
{
|
||||
static AddRequest _request;
|
||||
static ReadyPlayerMeImporter()
|
||||
{
|
||||
#if !READY_PLAYER_ME
|
||||
Debug.Log("Ready Player Me is not installed, importing it");
|
||||
_request = Client.Add("https://github.com/readyplayerme/rpm-unity-sdk-core.git");
|
||||
EditorUtility.DisplayProgressBar("Importing Ready Player Me", "Importing.....", Random.Range(0,1f));
|
||||
EditorApplication.update += UnityEditorUpdateCallback;
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
#if !READY_PLAYER_ME
|
||||
private static void UnityEditorUpdateCallback()
|
||||
{
|
||||
if (_request == null) return;
|
||||
if (!_request.IsCompleted) return;
|
||||
switch (_request.Status)
|
||||
{
|
||||
case StatusCode.Success:
|
||||
Debug.Log($"Successfully installed: {_request.Result.name}");
|
||||
break;
|
||||
case StatusCode.Failure:
|
||||
Debug.Log($"Failure: {_request.Error.message}");
|
||||
break;
|
||||
}
|
||||
EditorApplication.update -= UnityEditorUpdateCallback;
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2854596b13f48fa428a24015c498a0bf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Convai/Scripts/Editor/Logger.meta
Normal file
8
Assets/Convai/Scripts/Editor/Logger.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9f95efface998ad4190a0c4b87fe42d4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
211
Assets/Convai/Scripts/Editor/Logger/LoggerSettingsManager.cs
Normal file
211
Assets/Convai/Scripts/Editor/Logger/LoggerSettingsManager.cs
Normal file
@ -0,0 +1,211 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using Convai.Scripts.Utils;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Logger = Convai.Scripts.Utils.Logger;
|
||||
|
||||
namespace Convai.Scripts.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the settings for the Logger, including loading, creating, and modifying LoggerSettings.
|
||||
/// </summary>
|
||||
public class LoggerSettingsManager
|
||||
{
|
||||
// Path to the LoggerSettings asset
|
||||
private const string SETTINGS_PATH = "Assets/Convai/Resources/LoggerSettings.asset";
|
||||
|
||||
/// <summary>
|
||||
/// Mapping between the row names and the field names in the LoggerSettings class.
|
||||
/// </summary>
|
||||
private static readonly Dictionary<string, string> CategoryMapping = new()
|
||||
{
|
||||
{ "Character", "characterResponse" },
|
||||
{ "LipSync", "lipSync" },
|
||||
{ "Actions", "actions" }
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// The LoggerSettings instance.
|
||||
/// </summary>
|
||||
private LoggerSettings _loggerSettings;
|
||||
|
||||
/// <summary>
|
||||
/// Property accessor for _loggerSettings. If _loggerSettings is null, it attempts to load it from the asset path.
|
||||
/// If the asset does not exist, it creates a new LoggerSettings instance.
|
||||
/// </summary>
|
||||
public LoggerSettings loggerSettings
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_loggerSettings == null)
|
||||
{
|
||||
_loggerSettings = AssetDatabase.LoadAssetAtPath<LoggerSettings>(SETTINGS_PATH);
|
||||
if (_loggerSettings == null)
|
||||
{
|
||||
CreateLoggerSettings();
|
||||
Logger.Warn("LoggerSettings ScriptableObject not found. Creating one...",
|
||||
Logger.LogCategory.Character);
|
||||
}
|
||||
}
|
||||
|
||||
return _loggerSettings;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new LoggerSettings instance with default values and saves it as an asset
|
||||
/// </summary>
|
||||
private void CreateLoggerSettings()
|
||||
{
|
||||
_loggerSettings = ScriptableObject.CreateInstance<LoggerSettings>();
|
||||
|
||||
// Set default values for Character
|
||||
_loggerSettings.characterResponseDebug = true;
|
||||
_loggerSettings.characterResponseInfo = true;
|
||||
_loggerSettings.characterResponseWarning = true;
|
||||
_loggerSettings.characterResponseError = true;
|
||||
_loggerSettings.characterResponseException = true;
|
||||
|
||||
// Set default values for LipSync
|
||||
_loggerSettings.lipSyncDebug = true;
|
||||
_loggerSettings.lipSyncInfo = true;
|
||||
_loggerSettings.lipSyncWarning = true;
|
||||
_loggerSettings.lipSyncError = true;
|
||||
_loggerSettings.lipSyncException = true;
|
||||
|
||||
// Set default values for Actions
|
||||
_loggerSettings.actionsDebug = true;
|
||||
_loggerSettings.actionsInfo = true;
|
||||
_loggerSettings.actionsWarning = true;
|
||||
_loggerSettings.actionsError = true;
|
||||
_loggerSettings.actionsException = true;
|
||||
|
||||
// Check if the Convai folder exists and create if not
|
||||
if (!AssetDatabase.IsValidFolder("Assets/Convai/Resources"))
|
||||
AssetDatabase.CreateFolder("Assets/Convai", "Resources");
|
||||
|
||||
// Check if the Settings folder exists and create if not
|
||||
if (!AssetDatabase.IsValidFolder("Assets/Convai/Resources/Settings"))
|
||||
AssetDatabase.CreateFolder("Assets/Convai/Resources", "Settings");
|
||||
|
||||
AssetDatabase.CreateAsset(_loggerSettings, SETTINGS_PATH);
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if all flags for a given row are set.
|
||||
/// </summary>
|
||||
/// <param name="rowName">The name of the row to check.</param>
|
||||
/// <returns>True if all flags for the given row are set, false otherwise.</returns>
|
||||
public bool GetAllFlagsForRow(string rowName)
|
||||
{
|
||||
bool allSelected = true;
|
||||
|
||||
foreach (string logType in new[] { "Debug", "Error", "Exception", "Info", "Warning" })
|
||||
{
|
||||
string baseFieldName = CategoryMapping.TryGetValue(rowName, out string value) ? value : string.Empty;
|
||||
if (string.IsNullOrEmpty(baseFieldName))
|
||||
{
|
||||
Debug.LogError($"No mapping found for row {rowName}");
|
||||
return false;
|
||||
}
|
||||
|
||||
string fieldName = $"{baseFieldName}{logType}";
|
||||
FieldInfo field = _loggerSettings.GetType().GetField(fieldName);
|
||||
if (field != null)
|
||||
{
|
||||
bool currentValue = (bool)field.GetValue(_loggerSettings);
|
||||
allSelected &= currentValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Field {fieldName} does not exist in LoggerSettings");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return allSelected;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Renders a checkbox for a given log type and handles changes to its value.
|
||||
/// </summary>
|
||||
/// <param name="rowName">The name of the row to render the checkbox for.</param>
|
||||
/// <param name="logType">The type of log to handle.</param>
|
||||
public void RenderAndHandleCheckbox(string rowName, string logType)
|
||||
{
|
||||
// Using the mapping to get the base name for the fields
|
||||
string baseFieldName = CategoryMapping.TryGetValue(rowName, out string value) ? value : string.Empty;
|
||||
|
||||
if (string.IsNullOrEmpty(baseFieldName))
|
||||
{
|
||||
Debug.LogError($"No mapping found for row {rowName}");
|
||||
return;
|
||||
}
|
||||
|
||||
string fieldName = $"{baseFieldName}{logType}";
|
||||
|
||||
FieldInfo field = _loggerSettings.GetType().GetField(fieldName);
|
||||
if (field != null)
|
||||
{
|
||||
bool currentValue = (bool)field.GetValue(_loggerSettings);
|
||||
bool newValue = EditorGUILayout.Toggle(currentValue, GUILayout.Width(100));
|
||||
if (currentValue != newValue) field.SetValue(_loggerSettings, newValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Field {fieldName} does not exist in LoggerSettings");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets all flags for a given row to the provided value.
|
||||
/// </summary>
|
||||
/// <param name="rowName">The name of the row to set the flags for.</param>
|
||||
/// <param name="value">The value to set all flags to.</param>
|
||||
public void SetAllFlagsForRow(string rowName, bool value)
|
||||
{
|
||||
foreach (string logType in new[] { "Debug", "Error", "Exception", "Info", "Warning" })
|
||||
{
|
||||
string baseFieldName = CategoryMapping.TryGetValue(rowName, out string value1) ? value1 : string.Empty;
|
||||
if (string.IsNullOrEmpty(baseFieldName))
|
||||
{
|
||||
Debug.LogError($"No mapping found for row {rowName}");
|
||||
return;
|
||||
}
|
||||
|
||||
string fieldName = $"{baseFieldName}{logType}";
|
||||
FieldInfo field = _loggerSettings.GetType().GetField(fieldName);
|
||||
if (field != null)
|
||||
field.SetValue(_loggerSettings, value);
|
||||
else
|
||||
Debug.LogError($"Field {fieldName} does not exist in LoggerSettings");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets all flags to the provided value.
|
||||
/// </summary>
|
||||
/// <param name="value"> The value to set all flags to.</param>
|
||||
public void SetAllFlags(bool value)
|
||||
{
|
||||
string[] categories = { "characterResponse", "lipSync", "actions" };
|
||||
string[] logTypes = { "Debug", "Info", "Error", "Exception", "Warning" };
|
||||
|
||||
foreach (string category in categories)
|
||||
foreach (string logType in logTypes)
|
||||
{
|
||||
string fieldName = $"{category}{logType}";
|
||||
FieldInfo field = _loggerSettings.GetType().GetField(fieldName);
|
||||
if (field != null && field.FieldType == typeof(bool))
|
||||
field.SetValue(_loggerSettings, value);
|
||||
else
|
||||
Debug.LogWarning($"Field {fieldName} not found or not boolean.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6aa5925780d46299eacd79ab8115332
|
||||
timeCreated: 1701853621
|
||||
87
Assets/Convai/Scripts/Editor/Logger/LoggerSettingsWindow.cs
Normal file
87
Assets/Convai/Scripts/Editor/Logger/LoggerSettingsWindow.cs
Normal file
@ -0,0 +1,87 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Editor
|
||||
{
|
||||
public class LoggerSettingsWindow : EditorWindow
|
||||
{
|
||||
private readonly LoggerSettingsManager _loggerSettingsManager = new();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_ = _loggerSettingsManager.loggerSettings;
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
// Setting window size
|
||||
minSize = new Vector2(850, 250);
|
||||
maxSize = minSize;
|
||||
if (_loggerSettingsManager.loggerSettings == null) return;
|
||||
EditorGUILayout.Space(20);
|
||||
// Create a custom GUIStyle based on EditorStyles.wordWrappedLabel
|
||||
GUIStyle customLabelStyle = new(EditorStyles.wordWrappedLabel)
|
||||
{
|
||||
fontSize = 15,
|
||||
normal = { textColor = Color.grey }
|
||||
};
|
||||
// Display a label with a custom style
|
||||
GUILayout.Label(
|
||||
"These loggerSettings only affect log loggerSettings related to the Convai plugin. Changes made here will not affect other parts of your project.",
|
||||
customLabelStyle);
|
||||
EditorGUILayout.Space(20);
|
||||
// Headers for the table
|
||||
string[] headers =
|
||||
{ "Select All", "Category", "Debug", "Info", "Error", "Exception", "Warning" };
|
||||
// Names of the rows in the table
|
||||
string[] rowNames = { "Character", "LipSync", "Actions" };
|
||||
// Style for the headers
|
||||
GUIStyle headerStyle = new(GUI.skin.label)
|
||||
{
|
||||
fontStyle = FontStyle.Bold,
|
||||
alignment = TextAnchor.MiddleLeft
|
||||
};
|
||||
// Draw the headers
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
foreach (string header in headers) GUILayout.Label(header, headerStyle, GUILayout.Width(95));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
// Slightly increased spacing between rows
|
||||
EditorGUILayout.Space(5);
|
||||
// Draw the rows
|
||||
foreach (string row in rowNames)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
// 'Select All' checkbox for each row
|
||||
bool allSelectedForRow = _loggerSettingsManager.GetAllFlagsForRow(row);
|
||||
bool newAllSelectedForRow = EditorGUILayout.Toggle(allSelectedForRow, GUILayout.Width(100));
|
||||
if (newAllSelectedForRow != allSelectedForRow)
|
||||
_loggerSettingsManager.SetAllFlagsForRow(row, newAllSelectedForRow);
|
||||
GUILayout.Label(row, GUILayout.Width(100));
|
||||
// Individual checkboxes for each log type
|
||||
foreach (string logType in new[] { "Debug", "Info", "Error", "Exception", "Warning" })
|
||||
_loggerSettingsManager.RenderAndHandleCheckbox(row, logType);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
// Increased spacing before global actions
|
||||
EditorGUILayout.Space(20);
|
||||
// Global actions
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Select All", GUILayout.Width(150), GUILayout.Height(30))) // Slightly bigger button
|
||||
_loggerSettingsManager.SetAllFlags(true);
|
||||
if (GUILayout.Button("Clear All", GUILayout.Width(150), GUILayout.Height(30))) // Slightly bigger button
|
||||
_loggerSettingsManager.SetAllFlags(false);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
// Additional space at the end for cleaner look
|
||||
EditorGUILayout.Space(20);
|
||||
// If the GUI has changed, mark _settings as dirty so it gets saved
|
||||
if (GUI.changed) EditorUtility.SetDirty(_loggerSettingsManager.loggerSettings);
|
||||
}
|
||||
|
||||
[MenuItem("Convai/Logger Settings")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<LoggerSettingsWindow>("Logger Settings");
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1cfc7ccc4a8a584459a48d2851faa587
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Convai/Scripts/Editor/NPC.meta
Normal file
8
Assets/Convai/Scripts/Editor/NPC.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b384a5a1424381d4483a96496fef88b1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,141 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f84be99651944b69262e8060b8ac451
|
||||
timeCreated: 1696842374
|
||||
254
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs
Normal file
254
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs
Normal file
@ -0,0 +1,254 @@
|
||||
#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
|
||||
11
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs.meta
Normal file
11
Assets/Convai/Scripts/Editor/NPC/ConvaiNPCEditor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f2ab5d11b144b3aa5d8c371ea664c44
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
3
Assets/Convai/Scripts/Editor/NarrativeDesign.meta
Normal file
3
Assets/Convai/Scripts/Editor/NarrativeDesign.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25397e28c8a1443e8ed01b939b22a538
|
||||
timeCreated: 1715597900
|
||||
@ -0,0 +1,115 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Convai.Scripts.Narrative_Design.Models;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Narrative_Design.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NarrativeDesignManager))]
|
||||
public class NarrativeDesignManagerEditor : UnityEditor.Editor
|
||||
{
|
||||
/// Dictionary to keep track of which sections are expanded in the editor
|
||||
private readonly Dictionary<string, bool> _sectionIdExpanded = new();
|
||||
|
||||
/// Reference to the NarrativeDesignManager that this editor is modifying
|
||||
private NarrativeDesignManager _narrativeDesignManager;
|
||||
|
||||
/// SerializedProperty for the section change events in the NarrativeDesignManager
|
||||
private SerializedProperty _sectionChangeEvents;
|
||||
|
||||
/// Whether the section events are expanded in the editor
|
||||
private bool _sectionEventsExpanded = true;
|
||||
|
||||
/// SerializedObject for the target object
|
||||
private SerializedObject _serializedObject;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_serializedObject = new SerializedObject(target);
|
||||
_narrativeDesignManager = target as NarrativeDesignManager;
|
||||
|
||||
if (_narrativeDesignManager != null) FindProperties();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
_serializedObject.Update();
|
||||
|
||||
if (GUILayout.Button("Check for Updates")) OnUpdateNarrativeDesignButtonClicked();
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (_narrativeDesignManager.sectionDataList.Count > 0)
|
||||
{
|
||||
_sectionEventsExpanded = EditorGUILayout.Foldout(_sectionEventsExpanded, "Section Events", true, EditorStyles.foldoutHeader);
|
||||
|
||||
if (_sectionEventsExpanded)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
|
||||
for (int i = 0; i < _narrativeDesignManager.sectionDataList.Count; i++)
|
||||
{
|
||||
SectionData sectionData = _narrativeDesignManager.sectionDataList[i];
|
||||
string sectionId = sectionData.sectionId;
|
||||
|
||||
SectionChangeEventsData sectionChangeEventsData = _narrativeDesignManager.sectionChangeEventsDataList.Find(x => x.id == sectionId);
|
||||
|
||||
if (sectionChangeEventsData == null)
|
||||
{
|
||||
sectionChangeEventsData = new SectionChangeEventsData { id = sectionId };
|
||||
_narrativeDesignManager.sectionChangeEventsDataList.Add(sectionChangeEventsData);
|
||||
}
|
||||
|
||||
_sectionIdExpanded.TryAdd(sectionId, false);
|
||||
|
||||
GUIStyle sectionIdStyle = new(EditorStyles.foldoutHeader)
|
||||
{
|
||||
fontStyle = FontStyle.Bold,
|
||||
fontSize = 14
|
||||
};
|
||||
|
||||
string sectionIdText = $"{sectionData.sectionName} - {sectionId}";
|
||||
_sectionIdExpanded[sectionId] = EditorGUILayout.Foldout(_sectionIdExpanded[sectionId], sectionIdText, true, sectionIdStyle);
|
||||
|
||||
if (_sectionIdExpanded[sectionId])
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
SerializedProperty sectionChangeEventsProperty = _sectionChangeEvents.GetArrayElementAtIndex(i);
|
||||
EditorGUILayout.PropertyField(sectionChangeEventsProperty, GUIContent.none, true);
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
_serializedObject.ApplyModifiedProperties();
|
||||
_narrativeDesignManager.OnSectionEventListChange();
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
_serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
private async void OnUpdateNarrativeDesignButtonClicked()
|
||||
{
|
||||
await Task.WhenAll(_narrativeDesignManager.UpdateSectionListAsync(), _narrativeDesignManager.UpdateTriggerListAsync());
|
||||
_serializedObject.ApplyModifiedProperties();
|
||||
_narrativeDesignManager.OnSectionEventListChange();
|
||||
}
|
||||
|
||||
private void FindProperties()
|
||||
{
|
||||
_serializedObject.FindProperty(nameof(NarrativeDesignManager.sectionDataList));
|
||||
_serializedObject.FindProperty(nameof(NarrativeDesignManager.triggerDataList));
|
||||
_sectionChangeEvents = _serializedObject.FindProperty(nameof(NarrativeDesignManager.sectionChangeEventsDataList));
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1537f32558f6e8042878f1a95c1fe984
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,43 @@
|
||||
using Convai.Scripts.Narrative_Design.Models;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Narrative_Design.Editor
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(SectionChangeEventsData))]
|
||||
public class NarrativeDesignSectionChangeEventsDataPropertyDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
EditorGUI.BeginProperty(position, label, property);
|
||||
|
||||
SerializedProperty sectionIdProperty = property.FindPropertyRelative("id");
|
||||
SerializedProperty onSectionStartProperty = property.FindPropertyRelative("onSectionStart");
|
||||
SerializedProperty onSectionEndProperty = property.FindPropertyRelative("onSectionEnd");
|
||||
|
||||
Rect sectionIdRect = new(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
|
||||
EditorGUI.LabelField(sectionIdRect, "Section ID", sectionIdProperty.stringValue);
|
||||
|
||||
position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
EditorGUI.PropertyField(position, onSectionStartProperty, true);
|
||||
position.y += EditorGUI.GetPropertyHeight(onSectionStartProperty) + EditorGUIUtility.standardVerticalSpacing;
|
||||
|
||||
EditorGUI.PropertyField(position, onSectionEndProperty, true);
|
||||
|
||||
EditorGUI.EndProperty();
|
||||
}
|
||||
|
||||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||||
{
|
||||
SerializedProperty onSectionStartProperty = property.FindPropertyRelative("onSectionStart");
|
||||
SerializedProperty onSectionEndProperty = property.FindPropertyRelative("onSectionEnd");
|
||||
|
||||
float height = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
|
||||
height += EditorGUI.GetPropertyHeight(onSectionStartProperty) + EditorGUIUtility.standardVerticalSpacing;
|
||||
height += EditorGUI.GetPropertyHeight(onSectionEndProperty);
|
||||
|
||||
return height;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23fcdcc9acc44804e991455dcd85953d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,19 @@
|
||||
using UnityEditor;
|
||||
|
||||
namespace Convai.Scripts.Narrative_Design.Editor
|
||||
{
|
||||
[CustomEditor(typeof(NarrativeDesignTrigger))]
|
||||
public class NarrativeDesignTriggerEditor : UnityEditor.Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
NarrativeDesignTrigger narrativeDesignTrigger = (NarrativeDesignTrigger)target;
|
||||
|
||||
DrawDefaultInspector();
|
||||
|
||||
if (narrativeDesignTrigger.availableTriggers is { Count: > 0 })
|
||||
narrativeDesignTrigger.selectedTriggerIndex =
|
||||
EditorGUILayout.Popup("Trigger", narrativeDesignTrigger.selectedTriggerIndex, narrativeDesignTrigger.availableTriggers.ToArray());
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdf68c1817bd4102879052a18d773fec
|
||||
timeCreated: 1706873993
|
||||
8
Assets/Convai/Scripts/Editor/Setup.meta
Normal file
8
Assets/Convai/Scripts/Editor/Setup.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2ef013e23cfeea43972daeb3a881509
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
406
Assets/Convai/Scripts/Editor/Setup/ConvaiSetup.cs
Normal file
406
Assets/Convai/Scripts/Editor/Setup/ConvaiSetup.cs
Normal file
@ -0,0 +1,406 @@
|
||||
#if UNITY_EDITOR
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEditor.VSAttribution;
|
||||
|
||||
using Newtonsoft.Json;
|
||||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Text;
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
using UnityEditor;
|
||||
using Convai.Scripts.Utils;
|
||||
using Convai.Scripts.Runtime.Utils;
|
||||
|
||||
public class ConvaiSetup : EditorWindow
|
||||
{
|
||||
private const string API_KEY_PATH = "Assets/Resources/ConvaiAPIKey.asset";
|
||||
private const string API_URL = "https://api.convai.com/user/referral-source-status";
|
||||
|
||||
[MenuItem("Convai/Convai Setup", false, 1)]
|
||||
public static void ShowConvaiSetupWindow()
|
||||
{
|
||||
ConvaiSetup wnd = GetWindow<ConvaiSetup>();
|
||||
}
|
||||
|
||||
[MenuItem("Convai/Documentation")]
|
||||
public static void OpenDocumentation()
|
||||
{
|
||||
Application.OpenURL("https://docs.convai.com/plugins-and-integrations/unity-plugin");
|
||||
}
|
||||
|
||||
public class UpdateSource
|
||||
{
|
||||
[JsonProperty("referral_source")] public string referral_source;
|
||||
|
||||
public UpdateSource(string referral_source)
|
||||
{
|
||||
this.referral_source = referral_source;
|
||||
}
|
||||
}
|
||||
|
||||
public class referralSourceStatus
|
||||
{
|
||||
[JsonProperty("referral_source_status")] public string referral_source_status;
|
||||
[JsonProperty("status")] public string status;
|
||||
}
|
||||
|
||||
async Task<string> CheckReferralStatus(string url, string apiKey)
|
||||
{
|
||||
// Create a new HttpWebRequest object
|
||||
var request = WebRequest.Create(url);
|
||||
request.Method = "post";
|
||||
|
||||
// Set the request headers
|
||||
request.ContentType = "application/json";
|
||||
|
||||
string bodyJsonString = "{}";
|
||||
|
||||
// Convert the json string to bytes
|
||||
byte[] jsonBytes = Encoding.UTF8.GetBytes(bodyJsonString);
|
||||
|
||||
referralSourceStatus referralStatus;
|
||||
|
||||
request.Headers.Add("CONVAI-API-KEY", apiKey);
|
||||
|
||||
// Write the data to the request stream
|
||||
using (Stream requestStream = await request.GetRequestStreamAsync())
|
||||
{
|
||||
await requestStream.WriteAsync(jsonBytes, 0, jsonBytes.Length);
|
||||
}
|
||||
|
||||
// Get the response from the server
|
||||
try
|
||||
{
|
||||
using (HttpWebResponse response = (HttpWebResponse)request.GetResponse())
|
||||
{
|
||||
using (Stream streamResponse = response.GetResponseStream())
|
||||
{
|
||||
using (StreamReader reader = new(streamResponse))
|
||||
{
|
||||
string responseContent = reader.ReadToEnd();
|
||||
|
||||
referralStatus = JsonConvert.DeserializeObject<referralSourceStatus>(responseContent);
|
||||
}
|
||||
}
|
||||
return referralStatus.referral_source_status;
|
||||
}
|
||||
}
|
||||
catch (WebException e)
|
||||
{
|
||||
Debug.LogError(e.Message + "\nPlease check if API Key is correct.");
|
||||
return null;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
async Task<bool> SendReferralRequest(string url, string bodyJsonString, string apiKey)
|
||||
{
|
||||
// Create a new HttpWebRequest object
|
||||
var request = WebRequest.Create(url);
|
||||
request.Method = "post";
|
||||
|
||||
// Set the request headers
|
||||
request.ContentType = "application/json";
|
||||
|
||||
// Convert the json string to bytes
|
||||
byte[] jsonBytes = Encoding.UTF8.GetBytes(bodyJsonString);
|
||||
|
||||
request.Headers.Add("CONVAI-API-KEY", apiKey);
|
||||
|
||||
// Write the data to the request stream
|
||||
using (Stream requestStream = await request.GetRequestStreamAsync())
|
||||
{
|
||||
await requestStream.WriteAsync(jsonBytes, 0, jsonBytes.Length);
|
||||
}
|
||||
|
||||
// Get the response from the server
|
||||
try
|
||||
{
|
||||
using (HttpWebResponse response = (HttpWebResponse)request.GetResponse())
|
||||
{
|
||||
using (Stream streamResponse = response.GetResponseStream())
|
||||
{
|
||||
using (StreamReader reader = new(streamResponse))
|
||||
{
|
||||
string responseContent = reader.ReadToEnd();
|
||||
}
|
||||
}
|
||||
|
||||
if ((int)response.StatusCode == 200)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (WebException e)
|
||||
{
|
||||
Debug.LogError(e.Message + "\nPlease check if API Key is correct.");
|
||||
return false;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e);
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private async Task<bool> BeginButtonTask(string apiKey)
|
||||
{
|
||||
|
||||
ConvaiAPIKeySetup aPIKeySetup = CreateInstance<ConvaiAPIKeySetup>();
|
||||
|
||||
aPIKeySetup.APIKey = apiKey;
|
||||
|
||||
if (!string.IsNullOrEmpty(apiKey))
|
||||
{
|
||||
string referralStatus =
|
||||
await CheckReferralStatus(API_URL, apiKey);
|
||||
|
||||
if (referralStatus != null)
|
||||
{
|
||||
CreateOrUpdateAPIKeyAsset(aPIKeySetup);
|
||||
|
||||
if (referralStatus.Trim().ToLower() == "undefined" || referralStatus.Trim().ToLower() == "")
|
||||
{
|
||||
EditorUtility.DisplayDialog("Warning", "[Step 1/2] API Key loaded successfully!",
|
||||
"OK");
|
||||
return true;
|
||||
}
|
||||
|
||||
EditorUtility.DisplayDialog("Success", "API Key loaded successfully!", "OK");
|
||||
|
||||
// if the status is already set, do not show the referral dialog
|
||||
return false;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Something went wrong. Please check your API Key. Contact support@convai.com for more help. ", "OK");
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
EditorUtility.DisplayDialog("Error", "Please enter a valid API Key.", "OK");
|
||||
return false;
|
||||
}
|
||||
|
||||
private void CreateOrUpdateAPIKeyAsset(ConvaiAPIKeySetup aPIKeySetup)
|
||||
{
|
||||
string assetPath = "Assets/Resources/ConvaiAPIKey.asset";
|
||||
|
||||
if (!File.Exists(assetPath))
|
||||
{
|
||||
if (!AssetDatabase.IsValidFolder("Assets/Resources"))
|
||||
AssetDatabase.CreateFolder("Assets", "Resources");
|
||||
|
||||
AssetDatabase.CreateAsset(aPIKeySetup, assetPath);
|
||||
}
|
||||
else
|
||||
{
|
||||
AssetDatabase.DeleteAsset(assetPath);
|
||||
AssetDatabase.CreateAsset(aPIKeySetup, assetPath);
|
||||
}
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
// Each editor window contains a root VisualElement object
|
||||
VisualElement root = rootVisualElement;
|
||||
|
||||
VisualElement page1 = new ScrollView();
|
||||
|
||||
VisualElement page2 = new ScrollView();
|
||||
|
||||
root.Add(new Label(""));
|
||||
|
||||
Image convaiLogoImage = new()
|
||||
{
|
||||
image = AssetDatabase.LoadAssetAtPath<Texture>(ConvaiImagesDirectory.CONVAI_LOGO_PATH)
|
||||
};
|
||||
convaiLogoImage.style.height = 100;
|
||||
|
||||
convaiLogoImage.style.paddingBottom = 10;
|
||||
convaiLogoImage.style.paddingTop = 10;
|
||||
convaiLogoImage.style.paddingRight = 10;
|
||||
convaiLogoImage.style.paddingLeft = 10;
|
||||
|
||||
root.Add(convaiLogoImage);
|
||||
|
||||
Label convaiSetupLabel = new("Enter your API Key:");
|
||||
convaiSetupLabel.style.fontSize = 16;
|
||||
|
||||
TextField APIKeyTextField = new("", -1, false, true, '*');
|
||||
|
||||
Button beginButton = new(async () =>
|
||||
{
|
||||
bool isPage2 = await BeginButtonTask(APIKeyTextField.text);
|
||||
|
||||
if (isPage2)
|
||||
{
|
||||
root.Remove(page1);
|
||||
root.Add(page2);
|
||||
}
|
||||
else
|
||||
{
|
||||
Close();
|
||||
}
|
||||
})
|
||||
{
|
||||
text = "Begin!"
|
||||
};
|
||||
|
||||
beginButton.style.fontSize = 16;
|
||||
beginButton.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
beginButton.style.alignSelf = Align.Center;
|
||||
|
||||
beginButton.style.paddingBottom = 10;
|
||||
beginButton.style.paddingLeft = 30;
|
||||
beginButton.style.paddingRight = 30;
|
||||
beginButton.style.paddingTop = 10;
|
||||
|
||||
Button docsLink = new(() =>
|
||||
{
|
||||
Application.OpenURL("https://docs.convai.com/api-docs/plugins-and-integrations/unity-plugin/setting-up-unity-plugin");
|
||||
})
|
||||
{
|
||||
text = "How do I find my API key?"
|
||||
};
|
||||
docsLink.style.alignSelf = Align.Center;
|
||||
docsLink.style.paddingBottom = 5;
|
||||
docsLink.style.paddingLeft = 50;
|
||||
docsLink.style.paddingRight = 50;
|
||||
docsLink.style.paddingTop = 5;
|
||||
|
||||
page1.Add(convaiSetupLabel);
|
||||
page1.Add(new Label("\n"));
|
||||
page1.Add(APIKeyTextField);
|
||||
page1.Add(new Label("\n"));
|
||||
page1.Add(beginButton);
|
||||
page1.Add(new Label("\n"));
|
||||
page1.Add(docsLink);
|
||||
|
||||
page1.style.marginBottom = 20;
|
||||
page1.style.marginLeft = 20;
|
||||
page1.style.marginRight = 20;
|
||||
page1.style.marginTop = 20;
|
||||
|
||||
Label attributionSourceLabel = new("[Step 2/2] Where did you discover Convai?");
|
||||
|
||||
attributionSourceLabel.style.fontSize = 14;
|
||||
attributionSourceLabel.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
|
||||
List<string> attributionSourceOptions = new()
|
||||
{
|
||||
"Search Engine (Google, Bing, etc.)",
|
||||
"Youtube",
|
||||
"Social Media (Facebook, Instagram, TikTok, etc.)",
|
||||
"Friend Referral",
|
||||
"Unity Asset Store",
|
||||
"Others"
|
||||
};
|
||||
|
||||
|
||||
TextField otherOptionTextField = new();
|
||||
|
||||
string currentChoice = "";
|
||||
int currentChoiceIndex = -1;
|
||||
|
||||
DropdownMenu dropdownMenu = new();
|
||||
|
||||
ToolbarMenu toolbarMenu = new() { text = "Click here to select option..." };
|
||||
|
||||
foreach (string choice in attributionSourceOptions)
|
||||
{
|
||||
toolbarMenu.menu.AppendAction(choice,
|
||||
action =>
|
||||
{
|
||||
currentChoice = choice;
|
||||
toolbarMenu.text = choice;
|
||||
});
|
||||
}
|
||||
|
||||
toolbarMenu.style.paddingBottom = 10;
|
||||
toolbarMenu.style.paddingLeft = 30;
|
||||
toolbarMenu.style.paddingRight = 30;
|
||||
toolbarMenu.style.paddingTop = 10;
|
||||
|
||||
Button continueButton = new(async () =>
|
||||
{
|
||||
UpdateSource updateSource;
|
||||
|
||||
currentChoiceIndex = attributionSourceOptions.IndexOf(toolbarMenu.text);
|
||||
|
||||
if (currentChoiceIndex < 0)
|
||||
{
|
||||
EditorUtility.DisplayDialog("Error", "Please select a valid referral source!", "OK");
|
||||
}
|
||||
else
|
||||
{
|
||||
updateSource = new UpdateSource(attributionSourceOptions[currentChoiceIndex]);
|
||||
|
||||
if (attributionSourceOptions[currentChoiceIndex] == "Others")
|
||||
{
|
||||
updateSource.referral_source = otherOptionTextField.text;
|
||||
}
|
||||
|
||||
ConvaiAPIKeySetup apiKeyObject = AssetDatabase.LoadAssetAtPath<ConvaiAPIKeySetup>("Assets/Resources/ConvaiAPIKey.Asset");
|
||||
|
||||
await SendReferralRequest("https://api.convai.com/user/update-source", JsonConvert.SerializeObject(updateSource), apiKeyObject.APIKey);
|
||||
|
||||
if (attributionSourceOptions[currentChoiceIndex] == "Unity Asset Store")
|
||||
{
|
||||
// VS Attribution
|
||||
VSAttribution.SendAttributionEvent("Initial Setup", "Convai Technologies, Inc.", apiKeyObject.APIKey);
|
||||
}
|
||||
|
||||
Close();
|
||||
}
|
||||
})
|
||||
{
|
||||
text = "Continue"
|
||||
};
|
||||
|
||||
continueButton.style.fontSize = 16;
|
||||
continueButton.style.unityFontStyleAndWeight = FontStyle.Bold;
|
||||
continueButton.style.alignSelf = Align.Center;
|
||||
|
||||
continueButton.style.paddingBottom = 5;
|
||||
continueButton.style.paddingLeft = 30;
|
||||
continueButton.style.paddingRight = 30;
|
||||
continueButton.style.paddingTop = 5;
|
||||
|
||||
page2.Add(new Label("\n"));
|
||||
page2.Add(attributionSourceLabel);
|
||||
page2.Add(new Label("\n"));
|
||||
|
||||
page2.Add(toolbarMenu);
|
||||
page2.Add(new Label("\nIf selected Others above, please specifiy from where: "));
|
||||
|
||||
page2.Add(otherOptionTextField);
|
||||
page2.Add(new Label("\n"));
|
||||
page2.Add(continueButton);
|
||||
|
||||
page2.style.marginBottom = 20;
|
||||
page2.style.marginLeft = 20;
|
||||
page2.style.marginRight = 20;
|
||||
page2.style.marginTop = 20;
|
||||
root.Add(page1);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
11
Assets/Convai/Scripts/Editor/Setup/ConvaiSetup.cs.meta
Normal file
11
Assets/Convai/Scripts/Editor/Setup/ConvaiSetup.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 839f8dfaec43fac4aa4f6b776bc083c2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Convai/Scripts/Editor/Tutorial.meta
Normal file
8
Assets/Convai/Scripts/Editor/Tutorial.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 87108192e81b561468407969a263b958
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1 @@
|
||||
TutorialInitialized
|
||||
@ -0,0 +1,29 @@
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.PackageManager;
|
||||
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
|
||||
|
||||
public class RemoveTutorialAssets : EditorWindow
|
||||
{
|
||||
private const string TUTORIAL_ASSETS_PATH = "Assets/Convai/Tutorials";
|
||||
private const string TUTORIAL_PACKAGE_NAME = "com.unity.learn.iet-framework";
|
||||
|
||||
[MenuItem("Convai/Remove Tutorial Assets")]
|
||||
private static void StartUninstallProcess()
|
||||
{
|
||||
if (Directory.Exists(TUTORIAL_ASSETS_PATH))
|
||||
{
|
||||
AssetDatabase.DeleteAsset(TUTORIAL_ASSETS_PATH);
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
foreach (PackageInfo packageInfo in PackageInfo.GetAllRegisteredPackages())
|
||||
{
|
||||
// Check if the package name matches
|
||||
if (packageInfo.name == TUTORIAL_PACKAGE_NAME)
|
||||
{
|
||||
Client.Remove(TUTORIAL_PACKAGE_NAME);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 884304efde7585442b24b38748460394
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Convai/Scripts/Editor/UI.meta
Normal file
8
Assets/Convai/Scripts/Editor/UI.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3b52a71c671cc4147939ccc623dc577d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
4
Assets/Convai/Scripts/Editor/UI/ConvaiImagesDirectory.cs
Normal file
4
Assets/Convai/Scripts/Editor/UI/ConvaiImagesDirectory.cs
Normal file
@ -0,0 +1,4 @@
|
||||
public struct ConvaiImagesDirectory
|
||||
{
|
||||
public const string CONVAI_LOGO_PATH = "Assets/Convai/Art/UI/Logos/Convai Logo.png";
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0e07e10d99ea164ca7da91a9aaa1a4b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
16
Assets/Convai/Scripts/Editor/UI/ReadOnlyDrawer.cs
Normal file
16
Assets/Convai/Scripts/Editor/UI/ReadOnlyDrawer.cs
Normal file
@ -0,0 +1,16 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Convai.Scripts.Editor
|
||||
{
|
||||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
|
||||
public class ReadOnlyDrawer : PropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||||
{
|
||||
GUI.enabled = false; // Disable the property field
|
||||
EditorGUI.PropertyField(position, property, label, true);
|
||||
GUI.enabled = true; // Re-enable the property field
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Convai/Scripts/Editor/UI/ReadOnlyDrawer.cs.meta
Normal file
3
Assets/Convai/Scripts/Editor/UI/ReadOnlyDrawer.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2b829967cd7e4a4880a40bb6653e26d9
|
||||
timeCreated: 1701082874
|
||||
Reference in New Issue
Block a user