New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay,
Fixed the bugs.
This commit is contained in:
SkunkStudios 2025-01-29 09:54:37 +07:00
parent dcb7df5fd1
commit 1c033119df
7079 changed files with 186851 additions and 48991 deletions

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using System.Collections.Generic;
using UnityEditor.Connect;
using UnityEditor.Web;
namespace UnityEditor.Collaboration
{
internal class CollabHistoryPresenter
{
public const int ItemsPerPage = 5;
ICollabHistoryWindow m_Window;
ICollabHistoryItemFactory m_Factory;
IRevisionsService m_Service;
ConnectInfo m_ConnectState;
CollabInfo m_CollabState;
bool m_IsCollabError;
int m_TotalRevisions;
int m_CurrentPage;
int m_RequestedPage;
bool m_FetchInProgress;
BuildAccess m_BuildAccess;
string m_ProgressRevision;
public bool BuildServiceEnabled {get; set; }
public CollabHistoryPresenter(ICollabHistoryWindow window, ICollabHistoryItemFactory factory, IRevisionsService service)
{
m_Window = window;
m_Factory = factory;
m_Service = service;
m_CurrentPage = 0;
m_BuildAccess = new BuildAccess();
m_Service.FetchRevisionsCallback += OnFetchRevisions;
}
public void OnWindowEnabled()
{
UnityConnect.instance.StateChanged += OnConnectStateChanged;
Collab.instance.StateChanged += OnCollabStateChanged;
Collab.instance.RevisionUpdated += OnCollabRevisionUpdated;
Collab.instance.JobsCompleted += OnCollabJobsCompleted;
Collab.instance.ErrorOccurred += OnCollabError;
Collab.instance.ErrorCleared += OnCollabErrorCleared;
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
m_ConnectState = UnityConnect.instance.GetConnectInfo();
m_CollabState = Collab.instance.GetCollabInfo();
m_Window.revisionActionsEnabled = !EditorApplication.isPlayingOrWillChangePlaymode;
// Setup window callbacks
m_Window.OnPageChangeAction = OnUpdatePage;
m_Window.OnUpdateAction = OnUpdate;
m_Window.OnRestoreAction = OnRestore;
m_Window.OnGoBackAction = OnGoBack;
m_Window.OnShowBuildAction = ShowBuildForCommit;
m_Window.OnShowServicesAction = ShowServicePage;
m_Window.itemsPerPage = ItemsPerPage;
// Initialize data
UpdateBuildServiceStatus();
var state = RecalculateState();
// Only try to load the page if we're ready
if (state == HistoryState.Ready)
OnUpdatePage(m_CurrentPage);
m_Window.UpdateState(state, true);
}
public void OnWindowDisabled()
{
UnityConnect.instance.StateChanged -= OnConnectStateChanged;
Collab.instance.StateChanged -= OnCollabStateChanged;
Collab.instance.RevisionUpdated -= OnCollabRevisionUpdated;
Collab.instance.JobsCompleted -= OnCollabJobsCompleted;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
}
private void OnConnectStateChanged(ConnectInfo state)
{
m_ConnectState = state;
m_Window.UpdateState(RecalculateState(), false);
}
private void OnCollabStateChanged(CollabInfo state)
{
// Sometimes a collab state change will trigger even though everything is the same
if (m_CollabState.Equals(state))
return;
if (m_CollabState.tip != state.tip)
OnUpdatePage(m_CurrentPage);
m_CollabState = state;
m_Window.UpdateState(RecalculateState(), false);
if (state.inProgress)
{
m_Window.inProgressRevision = m_ProgressRevision;
}
else
{
m_Window.inProgressRevision = null;
}
}
private void OnCollabRevisionUpdated(CollabInfo state)
{
OnUpdatePage(m_CurrentPage);
}
private void OnCollabJobsCompleted(CollabInfo state)
{
m_ProgressRevision = null;
}
private void OnCollabError()
{
m_IsCollabError = true;
m_Window.UpdateState(RecalculateState(), false);
}
private void OnCollabErrorCleared()
{
m_IsCollabError = false;
m_FetchInProgress = true;
m_Service.GetRevisions(m_CurrentPage * ItemsPerPage, ItemsPerPage);
m_Window.UpdateState(RecalculateState(), false);
}
private void OnPlayModeStateChanged(PlayModeStateChange stateChange)
{
// If entering play mode, disable
if (stateChange == PlayModeStateChange.ExitingEditMode ||
stateChange == PlayModeStateChange.EnteredPlayMode)
{
m_Window.revisionActionsEnabled = false;
}
// If exiting play mode, enable!
else if (stateChange == PlayModeStateChange.EnteredEditMode ||
stateChange == PlayModeStateChange.ExitingPlayMode)
{
m_Window.revisionActionsEnabled = true;
}
}
private HistoryState RecalculateState()
{
if (!m_ConnectState.online)
return HistoryState.Offline;
if (m_ConnectState.maintenance || m_CollabState.maintenance)
return HistoryState.Maintenance;
if (!m_ConnectState.loggedIn)
return HistoryState.LoggedOut;
if (!m_CollabState.seat)
return HistoryState.NoSeat;
if (!Collab.instance.IsCollabEnabledForCurrentProject())
return HistoryState.Disabled;
if (!Collab.instance.IsConnected() || !m_CollabState.ready || m_FetchInProgress)
return HistoryState.Waiting;
if (m_ConnectState.error || m_IsCollabError)
return HistoryState.Error;
return HistoryState.Ready;
}
// TODO: Eventually this can be a listener on the build service status
public void UpdateBuildServiceStatus()
{
foreach (var service in UnityConnectServiceCollection.instance.GetAllServiceInfos())
{
if (service.name.Equals("Build"))
{
BuildServiceEnabled = service.enabled;
}
}
}
public void ShowBuildForCommit(string revisionID)
{
m_BuildAccess.ShowBuildForCommit(revisionID);
}
public void ShowServicePage()
{
m_BuildAccess.ShowServicePage();
}
public void OnUpdatePage(int page)
{
m_FetchInProgress = true;
m_Service.GetRevisions(page * ItemsPerPage, ItemsPerPage);
m_Window.UpdateState(RecalculateState(), false);
m_RequestedPage = page;
}
private void OnFetchRevisions(RevisionsResult data)
{
m_FetchInProgress = false;
IEnumerable<RevisionData> items = null;
if (data != null)
{
m_CurrentPage = m_RequestedPage;
m_TotalRevisions = data.RevisionsInRepo;
items = m_Factory.GenerateElements(data.Revisions, m_TotalRevisions, m_CurrentPage * ItemsPerPage, m_Service.tipRevision, m_Window.inProgressRevision, m_Window.revisionActionsEnabled, BuildServiceEnabled, m_Service.currentUser);
}
// State must be recalculated prior to inserting items
m_Window.UpdateState(RecalculateState(), false);
m_Window.UpdateRevisions(items, m_Service.tipRevision, m_TotalRevisions, m_CurrentPage);
}
private void OnRestore(string revisionId, bool updatetorevision)
{
m_ProgressRevision = revisionId;
Collab.instance.ResyncToRevision(revisionId);
}
private void OnGoBack(string revisionId, bool updatetorevision)
{
m_ProgressRevision = revisionId;
Collab.instance.GoBackToRevision(revisionId, false);
}
private void OnUpdate(string revisionId, bool updatetorevision)
{
m_ProgressRevision = revisionId;
Collab.instance.Update(revisionId, updatetorevision);
}
}
}

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