Files
BABA_YAGA/Assets/Editors/ProjectDashboardTool.cs
2026-07-04 18:01:40 +07:00

290 lines
12 KiB
C#

// ===============================================================================
// ProjectDashboardTool - Central Control Panel for Unity Projects
//
// Creator: Scove
// Last Updated: 2026-03-03
// Version: 2.0
//
// Purpose:
// A centralized dashboard to quickly navigate between scenes, start the game
// from the initialization (Boot) scene, and manage save data / PlayerPrefs.
//
// Key Features:
// 1. Dynamic Scene List: Automatically fetches scenes from Build Settings.
// 2. 1-Click Play: Instantly loads the Boot scene and enters Play Mode.
// 3. Data Management: Clear PlayerPrefs, delete save files, or open the Save folder.
// 4. Color-Coded UI: Prevents accidental data deletion with clear visual warnings.
//
// How to Use:
// 1. Place this script in an 'Editor' folder.
// 2. Open via: Menu -> Tools -> Project Dashboard.
// 3. Add your scenes to File -> Build Settings to see them in the list.
// ===============================================================================
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using UnityEditor.SceneManagement;
using System.IO;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
namespace Editor
{
public class ProjectDashboardTool : EditorWindow
{
private Vector2 sceneScrollPos;
[MenuItem("Tools/Project Dashboard")]
public static void ShowWindow()
{
// Create a window with a minimum size
ProjectDashboardTool window = GetWindow<ProjectDashboardTool>("Dashboard");
window.minSize = new Vector2(300, 450);
}
public void CreateGUI()
{
VisualElement root = rootVisualElement;
root.style.paddingTop = 15;
root.style.paddingBottom = 15;
root.style.paddingLeft = 15;
root.style.paddingRight = 15;
// Header
Label title = new Label("Project Dashboard");
title.style.fontSize = 22;
title.style.unityFontStyleAndWeight = FontStyle.Bold;
title.style.color = new StyleColor(new Color(0.3f, 0.7f, 1f));
title.style.marginBottom = 15;
root.Add(title);
// Quick Play Card
VisualElement playCard = CreateCard();
Label playTitle = new Label("QUICK PLAY");
playTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
playTitle.style.marginBottom = 10;
playCard.Add(playTitle);
Button playBtn = new Button(() => PlayFromBootScene());
playBtn.text = "▶ PLAY GAME (From Boot Scene)";
playBtn.style.height = 40;
playBtn.style.backgroundColor = new StyleColor(new Color(0.2f, 0.6f, 0.3f));
playBtn.style.color = new StyleColor(Color.white);
playBtn.style.unityFontStyleAndWeight = FontStyle.Bold;
playBtn.style.borderTopLeftRadius = 6;
playBtn.style.borderTopRightRadius = 6;
playBtn.style.borderBottomLeftRadius = 6;
playBtn.style.borderBottomRightRadius = 6;
playCard.Add(playBtn);
Label helpText = new Label("Automatically saves, loads the first scene in Build Settings, and presses Play.");
helpText.style.color = new StyleColor(new Color(0.6f, 0.6f, 0.6f));
helpText.style.marginTop = 10;
helpText.style.whiteSpace = WhiteSpace.Normal;
playCard.Add(helpText);
root.Add(playCard);
// Scene Navigation
VisualElement navCard = CreateCard();
navCard.style.marginTop = 15;
Label navTitle = new Label("SCENE NAVIGATION (Build Settings)");
navTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
navTitle.style.marginBottom = 10;
navCard.Add(navTitle);
ScrollView scrollView = new ScrollView();
scrollView.style.maxHeight = 200;
EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
if (scenes.Length == 0)
{
Label warn = new Label("No scenes found in Build Settings! Please go to File -> Build Settings.");
warn.style.color = new StyleColor(new Color(0.9f, 0.7f, 0.2f));
warn.style.whiteSpace = WhiteSpace.Normal;
navCard.Add(warn);
}
else
{
for (int i = 0; i < scenes.Length; i++)
{
if (scenes[i].enabled)
{
string scenePath = scenes[i].path;
string sceneName = Path.GetFileNameWithoutExtension(scenePath);
VisualElement row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.marginBottom = 5;
row.style.alignItems = Align.Center;
Label indexLbl = new Label($"[{i}]");
indexLbl.style.width = 30;
indexLbl.style.unityTextAlign = TextAnchor.MiddleLeft;
Button loadBtn = new Button(() => OpenScene(scenePath));
loadBtn.text = $"Load {sceneName}";
loadBtn.style.flexGrow = 1;
loadBtn.style.height = 25;
loadBtn.style.borderTopLeftRadius = 4;
loadBtn.style.borderTopRightRadius = 4;
loadBtn.style.borderBottomLeftRadius = 4;
loadBtn.style.borderBottomRightRadius = 4;
row.Add(indexLbl);
row.Add(loadBtn);
scrollView.Add(row);
}
}
navCard.Add(scrollView);
}
root.Add(navCard);
// Data Management
VisualElement dataCard = CreateCard();
dataCard.style.marginTop = 15;
Label dataTitle = new Label("DATA MANAGEMENT");
dataTitle.style.unityFontStyleAndWeight = FontStyle.Bold;
dataTitle.style.marginBottom = 10;
dataCard.Add(dataTitle);
Button folderBtn = new Button(() => EditorUtility.RevealInFinder(Application.persistentDataPath));
folderBtn.text = "Open Save Folder (Explorer/Finder)";
folderBtn.style.height = 30;
folderBtn.style.borderTopLeftRadius = 4;
folderBtn.style.borderTopRightRadius = 4;
folderBtn.style.borderBottomLeftRadius = 4;
folderBtn.style.borderBottomRightRadius = 4;
dataCard.Add(folderBtn);
Button clearBtn = new Button(() => {
if (EditorUtility.DisplayDialog(
"Clear All Data?",
"Are you sure you want to delete all PlayerPrefs and JSON save files?\nThis action cannot be undone.",
"Yes, Delete Everything",
"Cancel"))
{
ClearAllData();
}
});
clearBtn.text = "⚠ Clear PlayerPrefs & Save Data";
clearBtn.style.height = 35;
clearBtn.style.marginTop = 10;
clearBtn.style.backgroundColor = new StyleColor(new Color(0.7f, 0.3f, 0.3f));
clearBtn.style.color = new StyleColor(Color.white);
clearBtn.style.unityFontStyleAndWeight = FontStyle.Bold;
clearBtn.style.borderTopLeftRadius = 6;
clearBtn.style.borderTopRightRadius = 6;
clearBtn.style.borderBottomLeftRadius = 6;
clearBtn.style.borderBottomRightRadius = 6;
dataCard.Add(clearBtn);
root.Add(dataCard);
root.Add(ScovySignature.CreateSignatureBox());
}
private VisualElement CreateCard()
{
VisualElement card = new VisualElement();
card.style.backgroundColor = new StyleColor(new Color(0.18f, 0.18f, 0.18f, 0.9f));
card.style.borderTopLeftRadius = 10;
card.style.borderTopRightRadius = 10;
card.style.borderBottomLeftRadius = 10;
card.style.borderBottomRightRadius = 10;
card.style.paddingTop = 15;
card.style.paddingBottom = 15;
card.style.paddingLeft = 15;
card.style.paddingRight = 15;
card.style.borderTopWidth = 1;
card.style.borderBottomWidth = 1;
card.style.borderLeftWidth = 1;
card.style.borderRightWidth = 1;
card.style.borderTopColor = new StyleColor(new Color(0.12f, 0.12f, 0.12f));
card.style.borderBottomColor = new StyleColor(new Color(0.12f, 0.12f, 0.12f));
card.style.borderLeftColor = new StyleColor(new Color(0.12f, 0.12f, 0.12f));
card.style.borderRightColor = new StyleColor(new Color(0.12f, 0.12f, 0.12f));
return card;
}
private void PlayFromBootScene()
{
EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
if (scenes.Length == 0)
{
Debug.LogError("<b>[Dashboard]</b> Cannot Play: No scenes in Build Settings.");
return;
}
// Stop playing if currently playing
if (EditorApplication.isPlaying)
{
EditorApplication.isPlaying = false;
return;
}
// Save current scene and load Scene 0
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
EditorSceneManager.OpenScene(scenes[0].path);
EditorApplication.isPlaying = true;
}
}
private void OpenScene(string path)
{
if (EditorApplication.isPlaying)
{
Debug.LogWarning("<b>[Dashboard]</b> Cannot load scene while in Play Mode.");
return;
}
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
EditorSceneManager.OpenScene(path);
Debug.Log($"<b>[Dashboard]</b> Loaded scene: {Path.GetFileNameWithoutExtension(path)}");
}
}
private void ClearAllData()
{
// 1. Clear Unity PlayerPrefs
PlayerPrefs.DeleteAll();
PlayerPrefs.Save();
// 2. Clear common save files in persistentDataPath
string persistentPath = Application.persistentDataPath;
string[] filesToDelete = new string[]
{
"save_data.json",
"player_data.dat",
"settings.json"
};
int deletedCount = 0;
foreach (string file in filesToDelete)
{
string filePath = Path.Combine(persistentPath, file);
if (File.Exists(filePath))
{
File.Delete(filePath);
deletedCount++;
}
}
// Alternative: Delete ALL .json files in the folder (Uncomment if needed)
/*
string[] allJsonFiles = Directory.GetFiles(persistentPath, "*.json");
foreach (string file in allJsonFiles) { File.Delete(file); }
*/
Debug.Log($"<color=#FF5555><b>[Dashboard]</b></color> Cleared PlayerPrefs and {deletedCount} save file(s).");
// Show notification on the Editor Window
this.ShowNotification(new GUIContent("Data Cleared Successfully!"));
}
}
}
#endif