├── .gitignore
├── Images
├── step0.jpg
├── step1.jpg
├── step2.jpg
└── step3.jpg
├── LICENSE
├── README.md
└── RuntimePrefabEditor
└── Scripts
└── Editor
├── EditorUtils.cs
├── GameObjectDiff.cs
├── PrefabSearchDB.cs
└── RuntimePrefabEditor.cs
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
8 | # Visual Studio 2015 cache directory
9 | /.vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | # Builds
33 | *.apk
34 | *.unitypackage
35 |
--------------------------------------------------------------------------------
/Images/step0.jpg:
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https://raw.githubusercontent.com/novoselov-ab/unity-prefab-editor/54def108f467e72b0f7ddd774ba69756a771aff0/Images/step0.jpg
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/Images/step1.jpg:
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https://raw.githubusercontent.com/novoselov-ab/unity-prefab-editor/54def108f467e72b0f7ddd774ba69756a771aff0/Images/step1.jpg
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/Images/step2.jpg:
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https://raw.githubusercontent.com/novoselov-ab/unity-prefab-editor/54def108f467e72b0f7ddd774ba69756a771aff0/Images/step2.jpg
--------------------------------------------------------------------------------
/Images/step3.jpg:
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https://raw.githubusercontent.com/novoselov-ab/unity-prefab-editor/54def108f467e72b0f7ddd774ba69756a771aff0/Images/step3.jpg
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/LICENSE:
--------------------------------------------------------------------------------
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/README.md:
--------------------------------------------------------------------------------
1 | ## Prefab Editor
2 |
3 | Prefab Editor - is Unity3d tool for editing prefabs in runtime(playmode). You can change anything in prefab instance (root object or any child) in runtime, then select changes you want to apply and press apply. It is just that simple.
4 |
5 | For example, it is very convenient while editing a UI. You tweak positions, colors, and other properties of your elements and than you have to memorize changes (or write them down), press stop, find prefab and apply them again. With Prefab Editor you can just apply selectively changes you need.
6 |
7 | Key Features
8 | - Automatically searches for prefab you selected. If more than one is found - you can select the one you need.
9 | - Supports adding new components, deleting existing compoents, and changing any component property.
10 | - Supports changing reference properties.
11 | - Optimized to work very fast even on huge projects.
12 |
13 | Also available on the Unity Store: https://assetstore.unity.com/packages/tools/utilities/prefab-editor-24895
14 |
15 | ## Usage
16 |
17 | * Copy the `RuntimePrefabEditor` folder somewhere under the `Assets` folder.
18 | * Open Unity3d.
19 | * Open `Window/Prefab Editor`.
20 | * Select a GameObject in your scene to edit. Prefab Editor will show the prefab associated with that GameObject, it could be that there are few.
21 | * Edit your GameObject.
22 | * Prefab Editor show changes, select changes you want to apply and press `Apply Changes To Prefab` button.
23 |
24 | ## Usage in pictures
25 |
26 | 
27 | 
28 | 
29 | 
30 |
31 | ## Misc
32 |
33 | It was written few years ago and no longer developed. Though it should work quite well still and I hope someone will find it as useful as I once did.
--------------------------------------------------------------------------------
/RuntimePrefabEditor/Scripts/Editor/EditorUtils.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 | using System.Linq;
5 | using System.Collections;
6 | using System.Collections.Generic;
7 |
8 | namespace RuntimePrefabEditor
9 | {
10 | public static class EditorUtils
11 | {
12 | public static bool IsAnimationCurvesEqual(AnimationCurve curve1, AnimationCurve curve2)
13 | {
14 | if(curve1.postWrapMode != curve2.postWrapMode) return false;
15 | if(curve1.preWrapMode != curve2.preWrapMode) return false;
16 | if(curve1.length != curve2.length) return false;
17 | return curve1.keys.SequenceEqual(curve2.keys);
18 | }
19 |
20 | public static string GetPathForObjectInHierarchy(GameObject childGO, GameObject baseGO)
21 | {
22 | bool found = false;
23 | string path = "";
24 | Transform t = childGO != null ? childGO.transform : null;
25 | while(t != null)
26 | {
27 | if(t == baseGO.transform)
28 | {
29 | found = true;
30 | break;
31 | }
32 | if(string.IsNullOrEmpty(path))
33 | path = t.name;
34 | else
35 | path = t.name + "/" + path;
36 | t = t.parent;
37 | }
38 | return found ? path : null;
39 | }
40 |
41 | public static GameObject GetChildByPath(this GameObject gameObject, string path)
42 | {
43 | if(path != null)
44 | {
45 | Transform t = path.Length > 0 ? gameObject.transform.Find(path) : gameObject.transform;
46 | if(t != null)
47 | {
48 | return t.gameObject;
49 | }
50 | }
51 | return null;
52 | }
53 |
54 | public static string GetParentPath(string path)
55 | {
56 | path = path.TrimEnd('/');
57 | int i = path.LastIndexOf("/");
58 | if(i > 0)
59 | {
60 | return path.Substring(0, i);
61 | }
62 | return "";
63 | }
64 |
65 | public static GameObject GetParent (this GameObject obj)
66 | {
67 | Transform tr = obj.transform.parent;
68 | return tr? tr.gameObject: null;
69 | }
70 |
71 | public static bool TryRemovePostfix(ref string str, string postfix)
72 | {
73 | if(!str.EndsWith(postfix))
74 | {
75 | return false;
76 | }
77 | else
78 | {
79 | str = str.Substring(0, str.Length - postfix.Length);
80 | return true;
81 | }
82 | }
83 |
84 | public static string WithoutClonePostfix(string name)
85 | {
86 | TryRemovePostfix(ref name, "(Clone)");
87 | return name;
88 | }
89 |
90 | public static string ToString255(this Color c)
91 | {
92 | return string.Format("({0:0},{1:0},{2:0},{3:0})", c.r * 255, c.g * 255, c.b * 255, c.a * 255);
93 | }
94 | }
95 | }
--------------------------------------------------------------------------------
/RuntimePrefabEditor/Scripts/Editor/GameObjectDiff.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 | using System.Linq;
5 | using System.IO;
6 | using System.Collections;
7 | using System.Collections.Generic;
8 |
9 | namespace RuntimePrefabEditor
10 | {
11 | ///
12 | /// Helper class to find diff between gameobject and it's prefab
13 | ///
14 | public static class GameObjectDiff
15 | {
16 | // class to keep resulting diff
17 | public class Diff
18 | {
19 | public enum Operation
20 | {
21 | Delete,
22 | Add,
23 | Property,
24 | New
25 | }
26 |
27 | public Diff(Operation operation, Component component, string propertyPath)
28 | {
29 | id.operation = operation;
30 | id.component = component;
31 | id.propertyPath = propertyPath;
32 | }
33 |
34 | public struct Id
35 | {
36 | public Operation operation;
37 | public Component component;
38 | public string propertyPath;
39 | }
40 |
41 | public Id id;
42 | public Action Apply;
43 | public Action OnGUI;
44 | }
45 |
46 | public static List GetDiffs(GameObject instance, GameObject instanceRoot, GameObject prefab, GameObject prefabRoot)
47 | {
48 | List diffs = new List();
49 |
50 | if( prefab )
51 | {
52 | // compare existing components
53 | var prefabComponents = prefab.GetComponents();
54 | var deletedComponents = new List();
55 | foreach( var prefabComponent in prefabComponents )
56 | {
57 | var instanceComponentsOfType = instance.GetComponents( prefabComponent.GetType() );
58 | Component instanceComponent = instanceComponentsOfType.Length > 0 ? instanceComponentsOfType[0] : null;
59 |
60 | // if we have more than one same component -> try to get the same by order of GetComponents()
61 | if(instanceComponentsOfType.Length > 1)
62 | {
63 | int indexInPrefab = Array.IndexOf(prefab.GetComponents(prefabComponent.GetType()), prefabComponent);
64 | instanceComponent = instanceComponentsOfType[indexInPrefab % instanceComponentsOfType.Length];
65 | }
66 |
67 | if( instanceComponent )
68 | {
69 | FillDiffsFromComponent(ref diffs, instanceComponent, prefabComponent, instanceRoot, prefabRoot );
70 | }
71 | else
72 | {
73 | deletedComponents.Add(prefabComponent);
74 | }
75 | }
76 |
77 | // delete obsolete components
78 | foreach( var deletedComponent in deletedComponents )
79 | {
80 | Component prefabDeletedComponent = deletedComponent;
81 | Diff deleteDiff = new Diff(Diff.Operation.Delete, prefabDeletedComponent, null);
82 | deleteDiff.Apply = () => { GameObject.DestroyImmediate( prefabDeletedComponent, true ); };
83 | deleteDiff.OnGUI = () =>
84 | {
85 | GUI.color = new Color(1, 0.7f, 0.7f);
86 | EditorGUILayout.LabelField("Deleted component:", prefabDeletedComponent.GetType().Name);
87 | GUI.color = Color.white;
88 | EditorGUILayout.ObjectField(prefabDeletedComponent, typeof(Component), false);
89 | };
90 | diffs.Add(deleteDiff);
91 | }
92 |
93 | // add new components
94 | var instanceComponents = instance.GetComponents();
95 | foreach( var instanceComponent in instanceComponents )
96 | {
97 | if( !System.Array.Find( prefabComponents, (x) => { return x.GetType() == instanceComponent.GetType(); } ) )
98 | {
99 | Component instanceNewComponent = instanceComponent;
100 | Diff addDiff = new Diff(Diff.Operation.Add, instanceNewComponent, null);
101 | addDiff.Apply = () => {
102 | var prefabComponent = prefab.AddComponent( instanceNewComponent.GetType() );
103 | UnityEditor.EditorUtility.CopySerialized( instanceNewComponent, prefabComponent );
104 | };
105 | addDiff.OnGUI = () =>
106 | {
107 | GUI.color = new Color(0.7f, 1, 0.7f);
108 | EditorGUILayout.LabelField("Added component:", instanceNewComponent.GetType().Name);
109 | GUI.color = Color.white;
110 | EditorGUILayout.ObjectField(instanceNewComponent, typeof(Component), false);
111 | };
112 | diffs.Add(addDiff);
113 | }
114 | }
115 | }
116 | else
117 | {
118 | // probably new gameobject
119 | GameObjectDiff.Diff d = new GameObjectDiff.Diff(GameObjectDiff.Diff.Operation.New, null, instance.name);
120 | d.Apply = () =>
121 | {
122 | GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefabRoot) as GameObject;
123 | GameObject instanceCopy = new GameObject(instance.name);
124 | string path = EditorUtils.GetPathForObjectInHierarchy(instance, instanceRoot);
125 | instanceCopy.transform.parent = prefabInstance.GetChildByPath(path).transform;
126 | foreach(Component c in instance.GetComponents())
127 | {
128 | if(c is Transform)
129 | continue;
130 | EditorUtility.CopySerialized(c, instanceCopy.AddComponent(c.GetType()));
131 | }
132 | EditorUtility.CopySerialized(instance.transform, instanceCopy.transform);
133 | PrefabUtility.ReplacePrefab(prefabInstance, prefabRoot);
134 | GameObject.DestroyImmediate(prefabInstance);
135 | };
136 | d.OnGUI = () =>
137 | {
138 | GUI.color = new Color(0, 1f, 0);
139 | EditorGUILayout.LabelField("New GameObject:", instance.name);
140 | GUI.color = Color.white;
141 | };
142 | diffs.Add(d);
143 | }
144 |
145 | return diffs;
146 | }
147 |
148 | private static void FillDiffsFromComponent(ref List diffs, Component instanceComponent, Component prefabComponent, GameObject instanceRoot, GameObject prefabRoot )
149 | {
150 | SerializedObject serializedInstance = new SerializedObject(instanceComponent);
151 | SerializedObject serializedPrefab = new SerializedObject(prefabComponent);
152 | SerializedProperty instanceProp = serializedInstance.GetIterator();
153 | bool enterChildren = true;
154 | do
155 | {
156 | // Finding same property
157 | SerializedProperty prefabProp = serializedPrefab.FindProperty(instanceProp.propertyPath);
158 | if(prefabProp == null)
159 | continue;
160 |
161 | // black list
162 | if(propertyBlacklist.Contains(instanceProp.propertyPath))
163 | {
164 | enterChildren = false;
165 | continue;
166 | }
167 |
168 | // Compare
169 | Action apply = null;
170 | Action onGUI = null;
171 | if(!CompareSerializedProperty(instanceProp.Copy(), prefabProp, instanceRoot, prefabRoot, ref apply, ref onGUI))
172 | {
173 | Diff propertyDiff = new Diff(Diff.Operation.Property, instanceComponent, instanceProp.propertyPath );
174 | propertyDiff.OnGUI = () =>
175 | {
176 | onGUI();
177 | //EditorGUILayout.LabelField("Property changed:" + prop.propertyType.ToString() + prop.propertyPath);
178 | };
179 | propertyDiff.Apply = () =>
180 | {
181 | apply();
182 | serializedPrefab.ApplyModifiedProperties();
183 | };
184 | diffs.Add(propertyDiff);
185 | }
186 |
187 | // look for childs in generic properties (like class, structs)
188 | enterChildren = (instanceProp.propertyType == SerializedPropertyType.Generic);
189 |
190 | } while(instanceProp.Next(enterChildren));
191 | }
192 |
193 | // ignore list, internal unity properties
194 | static HashSet propertyBlacklist = new HashSet(new string[]
195 | {
196 | "m_ObjectHideFlags", "m_PrefabParentObject", "m_PrefabInternal", "m_GameObject", "m_EditorHideFlags", "m_FileID", "m_PathID", "m_Children"
197 | });
198 |
199 | static bool CompareSerializedProperty(SerializedProperty p1, SerializedProperty p2, GameObject root1, GameObject root2, ref Action apply, ref Action onGUI)
200 | {
201 | if(p1.propertyType != p2.propertyType)
202 | Debug.LogError("SerializedPropertys have different types!");
203 |
204 | string SIMPLE_FORMAT = string.Format("{0}.{1}: {2}", p1.serializedObject.targetObject.GetType().Name, p1.propertyPath, "{1} -> {0}");
205 |
206 | switch (p1.propertyType)
207 | {
208 | /////////////////////////////////////////////////////////
209 | case SerializedPropertyType.Integer:
210 | case SerializedPropertyType.LayerMask:
211 | case SerializedPropertyType.Character:
212 | case SerializedPropertyType.ArraySize:
213 | apply = () =>
214 | {
215 | p2.intValue = p1.intValue;
216 | };
217 | onGUI = () =>
218 | {
219 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.intValue, p2.intValue));
220 | };
221 | return (p2.intValue == p1.intValue);
222 | /////////////////////////////////////////////////////////
223 | case SerializedPropertyType.Boolean:
224 | apply = () =>
225 | {
226 | p2.boolValue = p1.boolValue;
227 | };
228 | onGUI = () =>
229 | {
230 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.boolValue, p2.boolValue));
231 | };
232 | return (p2.boolValue == p1.boolValue);
233 | /////////////////////////////////////////////////////////
234 | case SerializedPropertyType.Float:
235 | apply = () =>
236 | {
237 | p2.floatValue = p1.floatValue;
238 | };
239 | onGUI = () =>
240 | {
241 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.floatValue, p2.floatValue));
242 | };
243 | return (p2.floatValue == p1.floatValue);
244 | /////////////////////////////////////////////////////////
245 | case SerializedPropertyType.String:
246 | apply = () =>
247 | {
248 | p2.stringValue = p1.stringValue;
249 | };
250 | onGUI = () =>
251 | {
252 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.stringValue, p2.stringValue));
253 | };
254 | return (p2.stringValue == p1.stringValue);
255 | /////////////////////////////////////////////////////////
256 | case SerializedPropertyType.Color:
257 | apply = () =>
258 | {
259 | p2.colorValue = p1.colorValue;
260 | };
261 | onGUI = () =>
262 | {
263 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.colorValue.ToString255(), p2.colorValue.ToString255()));
264 | EditorGUILayout.ColorField(p2.colorValue, GUILayout.Width(45));
265 | EditorGUILayout.LabelField(" -> ", GUILayout.Width(35));
266 | EditorGUILayout.ColorField(p1.colorValue, GUILayout.Width(45));
267 | };
268 | return (p2.colorValue == p1.colorValue);
269 | /////////////////////////////////////////////////////////
270 | case SerializedPropertyType.Enum:
271 | apply = () =>
272 | {
273 | p2.enumValueIndex = p1.enumValueIndex;
274 | };
275 | onGUI = () =>
276 | {
277 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.enumNames[p1.enumValueIndex], p2.enumNames[p2.enumValueIndex]));
278 | };
279 | return (p2.enumValueIndex == p1.enumValueIndex);
280 | /////////////////////////////////////////////////////////
281 | case SerializedPropertyType.Vector2:
282 | apply = () =>
283 | {
284 | p2.vector2Value = p1.vector2Value;
285 | };
286 | onGUI = () =>
287 | {
288 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.vector2Value, p2.vector2Value));
289 | };
290 | return (p2.vector2Value == p1.vector2Value);
291 | /////////////////////////////////////////////////////////
292 | case SerializedPropertyType.Vector3:
293 | apply = () =>
294 | {
295 | p2.vector3Value = p1.vector3Value;
296 | };
297 | onGUI = () =>
298 | {
299 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.vector3Value, p2.vector3Value));
300 | };
301 | return (p2.vector3Value == p1.vector3Value);
302 | /////////////////////////////////////////////////////////
303 | case SerializedPropertyType.Quaternion:
304 | apply = () =>
305 | {
306 | p2.quaternionValue = p1.quaternionValue;
307 | };
308 | onGUI = () =>
309 | {
310 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.quaternionValue.eulerAngles, p2.quaternionValue.eulerAngles));
311 | };
312 | return (p2.quaternionValue == p1.quaternionValue);
313 | /////////////////////////////////////////////////////////
314 | case SerializedPropertyType.Rect:
315 | apply = () =>
316 | {
317 | p2.rectValue = p1.rectValue;
318 | };
319 | onGUI = () =>
320 | {
321 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.rectValue, p2.rectValue));
322 | };
323 | return (p2.rectValue == p1.rectValue);
324 | /////////////////////////////////////////////////////////
325 | case SerializedPropertyType.AnimationCurve:
326 |
327 | apply = () =>
328 | {
329 | p2.animationCurveValue = p1.animationCurveValue;
330 | };
331 | onGUI = () =>
332 | {
333 | EditorGUILayout.LabelField(p2.serializedObject.targetObject.GetType().Name + "." + p2.propertyPath + ": animation curve changed");
334 | };
335 | return EditorUtils.IsAnimationCurvesEqual(p2.animationCurveValue, p1.animationCurveValue);
336 | /////////////////////////////////////////////////////////
337 | case SerializedPropertyType.Bounds:
338 | apply = () =>
339 | {
340 | p2.boundsValue = p1.boundsValue;
341 | };
342 | onGUI = () =>
343 | {
344 | EditorGUILayout.LabelField(string.Format(SIMPLE_FORMAT, p1.boundsValue, p2.boundsValue));
345 | };
346 | return (p2.boundsValue == p1.boundsValue);
347 | /////////////////////////////////////////////////////////
348 | case SerializedPropertyType.ObjectReference:
349 | return CompareSerializedPropertyObjectReference(p1, p2, root1, root2, ref apply, ref onGUI);
350 | /////////////////////////////////////////////////////////
351 | case SerializedPropertyType.Generic:
352 | // not implemented
353 | return true;
354 | /////////////////////////////////////////////////////////
355 | /////////////////////////////////////////////////////////
356 | default:
357 | // not implemented
358 | //Debug.LogError("Implement: " + p1.propertyType + " " + p1.propertyPath);
359 | return true;
360 | }
361 | }
362 |
363 | static bool CompareSerializedPropertyObjectReference(SerializedProperty p1, SerializedProperty p2, GameObject root1, GameObject root2, ref Action apply, ref Action onGUI)
364 | {
365 | // If this is objectReference property, we want to try to find same object in our hierarchy and use it. Otherwise
366 | // property is just copied and links same object.
367 |
368 | onGUI = () =>
369 | {
370 | EditorGUILayout.LabelField(p2.serializedObject.targetObject.GetType().Name + "." + p2.propertyPath + ": reference changed");
371 | EditorGUILayout.ObjectField(p1.objectReferenceValue, typeof(UnityEngine.Object), false, GUILayout.Width(200));
372 | };
373 |
374 | if(p1.objectReferenceValue == null || EditorUtility.IsPersistent(p1.objectReferenceValue))
375 | {
376 | apply = () =>
377 | {
378 | p2.objectReferenceValue = p1.objectReferenceValue;
379 | };
380 | return (p2.objectReferenceValue == p1.objectReferenceValue);
381 | }
382 | else
383 | {
384 | GameObject referencedGO = null;
385 | if(p1.objectReferenceValue is GameObject)
386 | {
387 | referencedGO = p1.objectReferenceValue as GameObject;
388 | }
389 | else if(p1.objectReferenceValue is Component)
390 | {
391 | referencedGO = (p1.objectReferenceValue as Component).gameObject;
392 | }
393 | else
394 | {
395 | Debug.LogWarning(string.Format("Unknown object reference type {0}", p1.objectReferenceValue.GetType()), p1.serializedObject.targetObject);
396 | return true;
397 | }
398 |
399 | if(referencedGO == null)
400 | {
401 | Debug.LogError(string.Format("Wrong object reference type {0}", p1.objectReferenceValue.GetType()), p1.serializedObject.targetObject);
402 | return true;
403 | }
404 |
405 | string path1 = EditorUtils.GetPathForObjectInHierarchy(referencedGO, root1);
406 | if(path1 == null)
407 | {
408 | // It means it references to some of other assets, leave link as it is.
409 | return true;
410 | }
411 |
412 | //Debug.LogWarning("Path: {0} for: {1}", path, fromProp.objectReferenceValue.name);
413 |
414 | GameObject newGO = root2.GetChildByPath(path1);
415 | if(newGO == null)
416 | {
417 | //Debug.LogWarning(string.Format("Can't find transform for path {0}", path1), p1.serializedObject.targetObject);
418 | return true;
419 | }
420 |
421 | if(p1.objectReferenceValue is GameObject)
422 | {
423 | apply = () => { p2.objectReferenceValue = newGO.gameObject; };
424 | return path1 == EditorUtils.GetPathForObjectInHierarchy(p2.objectReferenceValue as GameObject, root2);
425 | }
426 | else if(p1.objectReferenceValue is Component)
427 | {
428 | Component myComp = newGO.gameObject.GetComponent(p1.objectReferenceValue.GetType());
429 | if(myComp == null)
430 | {
431 | // Can't apply this change since we can't find needed component in hierarchy
432 | //Debug.LogError(string.Format("Can't find component on object {0}", path1), p1.serializedObject.targetObject);
433 | }
434 |
435 | apply = () => { p2.objectReferenceValue = myComp; };
436 |
437 | var c2 = p2.objectReferenceValue as Component;
438 | if(c2 != null)
439 | return path1 == EditorUtils.GetPathForObjectInHierarchy(c2.gameObject, root2);
440 | else
441 | return false;
442 | }
443 | }
444 |
445 | return true;
446 | }
447 |
448 |
449 | }
450 | }
451 |
--------------------------------------------------------------------------------
/RuntimePrefabEditor/Scripts/Editor/PrefabSearchDB.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 | using System.Linq;
5 | using System.IO;
6 | using System.Collections;
7 | using System.Collections.Generic;
8 | using System.Runtime.Serialization;
9 | using System.Runtime.Serialization.Formatters.Binary;
10 | using System.Xml.Serialization;
11 |
12 | namespace RuntimePrefabEditor
13 | {
14 | public class PrefabSearchDB
15 | {
16 | public PrefabSearchDB()
17 | {
18 | RefreshIndex();
19 | }
20 |
21 | public struct PrefabCandidate
22 | {
23 | public bool IsValid() { return prefabRoot != null; }
24 | public void Reset() { prefabRoot = null; }
25 |
26 | public GameObject instanceRoot;
27 | public GameObject prefabRoot;
28 | public GameObject prefab;
29 | public string prefabPath;
30 | }
31 |
32 | public List GetPrefabCandidatesForSceneObject(GameObject instance)
33 | {
34 | List candidates = new List();
35 |
36 | RefreshIndex();
37 |
38 | GameObject instanceRoot = instance;
39 | while(instanceRoot != null)
40 | {
41 | string candidateName = EditorUtils.WithoutClonePostfix(instanceRoot.name);
42 |
43 | List paths;
44 | if(_index.TryGetValue(candidateName, out paths))
45 | {
46 | foreach(var path in paths)
47 | {
48 | GameObject prefabRoot = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
49 | if(!prefabRoot) continue;
50 |
51 | var prefabPath = EditorUtils.GetPathForObjectInHierarchy(instance, instanceRoot);
52 | GameObject prefab = prefabRoot.GetChildByPath(prefabPath);
53 |
54 | if(prefab == null)
55 | {
56 | // ATTENTION:
57 | // new gameobjects unsupported yet, comment "continue" to enable
58 | continue;
59 |
60 | // try find prefab for parent
61 | prefabPath = EditorUtils.GetParentPath(prefabPath);
62 | GameObject prefabParent = prefabRoot.GetChildByPath(prefabPath);
63 | if(prefabParent == null)
64 | continue;
65 | }
66 |
67 | PrefabCandidate candidate;
68 | candidate.instanceRoot = instanceRoot;
69 | candidate.prefabRoot = prefabRoot;
70 | candidate.prefab = prefab;
71 | candidate.prefabPath = prefabPath;
72 |
73 | candidates.Add(candidate);
74 | }
75 | }
76 |
77 | instanceRoot = instanceRoot.GetParent();
78 | }
79 |
80 | // longer path is preferable
81 | if(candidates.Count > 0)
82 | {
83 | candidates.Sort((c1, c2) => c2.prefabPath.Length.CompareTo(c1.prefabPath.Length));
84 | }
85 |
86 | return candidates;
87 | }
88 |
89 | private void RefreshIndex()
90 | {
91 | string[] assetGUIDs = AssetDatabase.FindAssets("t:prefab");
92 | if(_assetsProcessedCount != assetGUIDs.Length)
93 | {
94 | _index = new Dictionary>();
95 | foreach(string guid in assetGUIDs)
96 | {
97 | string path = AssetDatabase.GUIDToAssetPath(guid);
98 |
99 | string filename = System.IO.Path.GetFileNameWithoutExtension(path);
100 | List paths = null;
101 | if(!_index.TryGetValue(filename, out paths))
102 | {
103 | paths = new List();
104 | _index[filename] = paths;
105 | }
106 | paths.Add(path);
107 | }
108 | _assetsProcessedCount = assetGUIDs.Length;
109 | }
110 | }
111 |
112 | private static GameObject FindRootObject(GameObject gameObject, GameObject prefab)
113 | {
114 | GameObject result = gameObject;
115 | while( result )
116 | {
117 | if(EditorUtils.WithoutClonePostfix(result.name).ToLower() == EditorUtils.WithoutClonePostfix(prefab.name).ToLower()) break;
118 | result = result.GetParent();
119 | }
120 |
121 | return result;
122 | }
123 |
124 | Dictionary> _index = new Dictionary>();
125 | int _assetsProcessedCount = 0;
126 | }
127 | }
128 |
--------------------------------------------------------------------------------
/RuntimePrefabEditor/Scripts/Editor/RuntimePrefabEditor.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEditor;
3 | using System;
4 | using System.Linq;
5 | using System.Collections;
6 | using System.Collections.Generic;
7 |
8 | namespace RuntimePrefabEditor
9 | {
10 | public class RuntimePrefabEditor : EditorWindow
11 | {
12 | static int MinWidth = 455;
13 |
14 | bool _saveAssetsRecommended = false;
15 |
16 | Vector2 _scrollPos = new Vector2 (0, 0);
17 |
18 | PrefabSearchDB _searchDB = null;
19 |
20 |
21 | private PrefabSearchDB.PrefabCandidate _selectedPrefabCandidate;
22 | private HashSet _selectedDiffs = new HashSet();
23 | private HashSet _deselectedDiffs = new HashSet();
24 |
25 | [MenuItem ("Window/Prefab Editor")]
26 | static void Init ()
27 | {
28 | RuntimePrefabEditor window = (RuntimePrefabEditor)EditorWindow.GetWindow (typeof(RuntimePrefabEditor));
29 | window.minSize = new Vector2 (MinWidth, 300);
30 | }
31 |
32 | private void InitDB()
33 | {
34 | if(_searchDB == null)
35 | {
36 | _searchDB = new PrefabSearchDB();
37 | }
38 | }
39 |
40 | private void OnSelectionChange()
41 | {
42 | Repaint();
43 | }
44 |
45 | private void OnInspectorUpdate()
46 | {
47 | Repaint();
48 | }
49 |
50 | void OnGUI ()
51 | {
52 | InitDB();
53 |
54 | bool needRepaint = false;
55 |
56 | // current selection
57 | GameObject instance = Selection.activeGameObject;
58 | if(instance != null && EditorUtility.IsPersistent(instance))
59 | {
60 | instance = null;
61 | }
62 |
63 | EditorGUILayout.BeginVertical();
64 |
65 | DrawSelectedObject(instance);
66 |
67 | DrawPrefabCandidatesSelection(instance);
68 |
69 | DrawDiffs(instance);
70 |
71 | DrawSettings();
72 |
73 | EditorGUILayout.EndVertical();
74 |
75 | if(needRepaint)
76 | {
77 | GUI.changed = true;
78 | }
79 | }
80 |
81 | private void DrawSelectedObject(GameObject instance)
82 | {
83 | EditorGUILayout.Space();
84 |
85 | // selected
86 | if(instance != null)
87 | {
88 | EditorGUILayout.BeginHorizontal();
89 | EditorGUILayout.LabelField("Selected object:", EditorStyles.boldLabel, GUILayout.Width(120f));
90 | EditorGUILayout.ObjectField(instance, typeof(GameObject), false);
91 | EditorGUILayout.EndHorizontal();
92 |
93 | DrawSeparator();
94 | }
95 | else
96 | {
97 | EditorGUILayout.HelpBox("Select GameObject in scene", MessageType.Info, true);
98 | //EditorGUILayout.LabelField("Select GameObject in scene.");
99 | }
100 | }
101 |
102 | private void DrawPrefabCandidatesSelection(GameObject instance)
103 | {
104 | if(instance == null)
105 | {
106 | _selectedPrefabCandidate.Reset();
107 | return;
108 | }
109 |
110 | // find candidates
111 | List prefabCandidates = _searchDB.GetPrefabCandidatesForSceneObject(instance);
112 | if(!_selectedPrefabCandidate.IsValid() || !prefabCandidates.Contains(_selectedPrefabCandidate))
113 | {
114 | _selectedPrefabCandidate = FindBestCandidate(prefabCandidates);
115 | }
116 |
117 | EditorGUILayout.LabelField("Prefab to edit:", EditorStyles.boldLabel);
118 |
119 | // draw candidates
120 | if(prefabCandidates.Count == 0)
121 | {
122 | EditorGUILayout.HelpBox("Can't find prefab for selected object.", MessageType.Warning, true);
123 | }
124 | else if(prefabCandidates.Count == 1)
125 | {
126 | }
127 | else if(prefabCandidates.Count > 1)
128 | {
129 | EditorGUILayout.LabelField("Few prefabs candidates found (select one that you want to edit):");
130 | }
131 |
132 | foreach(var candidate in prefabCandidates)
133 | {
134 | EditorGUILayout.BeginHorizontal();
135 | bool selected = (_selectedPrefabCandidate.Equals(candidate));
136 | if(prefabCandidates.Count > 1)
137 | {
138 | if(selected != EditorGUILayout.Toggle(selected, GUILayout.Width(50)))
139 | {
140 | _selectedPrefabCandidate = candidate;
141 | GUI.changed = true;
142 | }
143 | }
144 | EditorGUILayout.ObjectField(candidate.prefabRoot, typeof(GameObject), false, GUILayout.Width(200));
145 | EditorGUILayout.LabelField(AssetDatabase.GetAssetPath(candidate.prefabRoot), GUILayout.ExpandWidth(true));
146 | EditorGUILayout.EndHorizontal();
147 | }
148 |
149 | if(prefabCandidates.Count == 0 || !prefabCandidates.Contains(_selectedPrefabCandidate))
150 | {
151 | _selectedPrefabCandidate.Reset();
152 | }
153 |
154 | if(_selectedPrefabCandidate.IsValid())
155 | {
156 | EditorGUILayout.Space();
157 | EditorGUILayout.LabelField("Path in prefab:", EditorStyles.boldLabel);
158 | string path = _selectedPrefabCandidate.prefabRoot.name + (_selectedPrefabCandidate.prefabPath.Length > 0 ? "/" + _selectedPrefabCandidate.prefabPath : " (root)");
159 | EditorGUILayout.LabelField(path, GUILayout.ExpandWidth(true));
160 | }
161 |
162 | DrawSeparator();
163 | }
164 |
165 | private void DrawDiffs(GameObject instance)
166 | {
167 | EditorGUILayout.BeginVertical(GUILayout.ExpandHeight(true));
168 |
169 | // selected prefab diff
170 | if(_selectedPrefabCandidate.IsValid())
171 | {
172 | List _diffs = GameObjectDiff.GetDiffs(instance, _selectedPrefabCandidate.instanceRoot,
173 | _selectedPrefabCandidate.prefab, _selectedPrefabCandidate.prefabRoot);
174 |
175 | EditorGUILayout.LabelField("Changes:", EditorStyles.boldLabel);
176 |
177 | if(_diffs.Count > 0)
178 | {
179 | _scrollPos = EditorGUILayout.BeginScrollView(_scrollPos, false, false);
180 |
181 | bool anyDiffSelected = false;
182 | foreach(var diff in _diffs)
183 | {
184 | EditorGUILayout.BeginHorizontal();
185 | bool diffSelected = IsDiffSelected(diff);
186 | bool selected = EditorGUILayout.Toggle(diffSelected, GUILayout.Width(15));
187 | if(diffSelected != selected)
188 | {
189 | SetDiffSelected(diff, selected);
190 | GUI.changed = true;
191 | }
192 | anyDiffSelected |= diffSelected;
193 | diff.OnGUI();
194 | EditorGUILayout.EndHorizontal();
195 | }
196 |
197 | EditorGUILayout.EndScrollView ();
198 |
199 | // apply ?
200 | GUI.enabled = anyDiffSelected;
201 | GUI.color = anyDiffSelected ? Color.green : Color.grey;
202 | if(GUILayout.Button("Apply Changes To Prefab", GUILayout.Height(25)))
203 | {
204 | Undo.RecordObject(_selectedPrefabCandidate.prefabRoot, "Apply Changes");
205 |
206 | AssetDatabase.StartAssetEditing();
207 | foreach(var diff in _diffs)
208 | {
209 | if(IsDiffSelected(diff))
210 | {
211 | diff.Apply();
212 | }
213 | }
214 |
215 | AssetDatabase.StopAssetEditing();
216 | EditorUtility.SetDirty( _selectedPrefabCandidate.prefabRoot );
217 | _saveAssetsRecommended = true;
218 | if(saveAssetsOnApply)
219 | {
220 | SaveAssets();
221 | }
222 | _diffs = null;
223 | GUI.changed = true;
224 | }
225 | GUI.color = Color.white;
226 | GUI.enabled = true;
227 | }
228 | else
229 | {
230 | EditorGUILayout.HelpBox("No changes found.", MessageType.Info, true);
231 | }
232 | }
233 |
234 | EditorGUILayout.EndVertical();
235 |
236 | // save assets recommendation
237 | if(_saveAssetsRecommended)
238 | {
239 | EditorGUILayout.Separator();
240 | EditorGUILayout.BeginHorizontal();
241 | GUI.color = new Color(1, 1, 0.3f);
242 | if(GUILayout.Button("Save Assets", GUILayout.Height(37)))
243 | {
244 | SaveAssets();
245 | GUI.changed = true;
246 | }
247 | GUI.color = Color.white;
248 | EditorGUILayout.HelpBox("Assets have been changed, it is recommended to save assets.", MessageType.Info, true);
249 | EditorGUILayout.EndHorizontal();
250 | }
251 | }
252 |
253 | private void DrawSettings()
254 | {
255 | DrawSeparator();
256 |
257 | EditorGUILayout.LabelField("Preferences:", EditorStyles.boldLabel);
258 | selectAllByDefault = EditorGUILayout.Toggle("Select All by default:", selectAllByDefault, GUILayout.Width(200));
259 | saveAssetsOnApply = EditorGUILayout.Toggle("Save on apply (slower):", saveAssetsOnApply, GUILayout.Width(200));
260 | if (GUILayout.Button("Refresh DB", GUILayout.Height(25), GUILayout.Width(90)))
261 | {
262 | _searchDB = null;
263 | InitDB();
264 | }
265 | }
266 |
267 | private bool IsDiffSelected(GameObjectDiff.Diff diff)
268 | {
269 | return selectAllByDefault ? !_deselectedDiffs.Contains(diff.id) : _selectedDiffs.Contains(diff.id);
270 | }
271 |
272 | private void SetDiffSelected(GameObjectDiff.Diff diff, bool selected)
273 | {
274 | if(selected)
275 | {
276 | _selectedDiffs.Add(diff.id);
277 | _deselectedDiffs.Remove(diff.id);
278 | }
279 | else
280 | {
281 | _selectedDiffs.Remove(diff.id);
282 | _deselectedDiffs.Add(diff.id);
283 | }
284 | }
285 |
286 | private PrefabSearchDB.PrefabCandidate FindBestCandidate(List candidates)
287 | {
288 | return candidates.FirstOrDefault();
289 | }
290 |
291 | void DrawSeparator()
292 | {
293 | EditorGUILayout.Space();
294 | if (Event.current.type == EventType.Repaint)
295 | {
296 | Texture2D tex = EditorGUIUtility.whiteTexture;
297 | Rect rect = GUILayoutUtility.GetLastRect();
298 | GUI.color = new Color(0f, 0f, 0f, 0.25f);
299 | GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, rect.width, 4f), tex);
300 | GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, rect.width, 1f), tex);
301 | GUI.DrawTexture(new Rect(0f, rect.yMin + 9f, rect.width, 1f), tex);
302 | GUI.color = Color.white;
303 | }
304 | EditorGUILayout.Space();
305 | }
306 |
307 | static bool DrawFoldout(bool foldout, string content, GUIStyle style)
308 | {
309 | Rect position = GUILayoutUtility.GetRect(40f, 40f, 16f, 16f, style);
310 | // EditorGUI.kNumberW == 40f but is internal
311 | return EditorGUI.Foldout(position, foldout, new GUIContent(content), true, style);
312 | }
313 |
314 | void SaveAssets()
315 | {
316 | AssetDatabase.SaveAssets();
317 | AssetDatabase.SaveAssets();
318 | AssetDatabase.Refresh();
319 | _saveAssetsRecommended = false;
320 | }
321 |
322 |
323 | // settings:
324 | public bool selectAllByDefault
325 | {
326 | get { return EditorPrefs.GetBool("RPE/selectAllByDefault", true); }
327 | set { EditorPrefs.SetBool("RPE/selectAllByDefault", value); }
328 | }
329 |
330 | public bool saveAssetsOnApply
331 | {
332 | get { return EditorPrefs.GetBool("RPE/saveAssetsOnApply", false); }
333 | set { EditorPrefs.SetBool("RPE/saveAssetsOnApply", value); }
334 | }
335 |
336 | }
337 | }
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