using System;
using System.Collections.Generic;
using System.Linq;
using Unity.XR.CoreUtils.Editor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
using UnityEngine.InputSystem;
#endif
namespace UnityEditor.XR.Interaction.Toolkit.Samples
{
///
/// Unity Editor class which registers Project Validation rules for the Starter Assets sample package.
///
class StarterAssetsSampleProjectValidation
{
const string k_Category = "XR Interaction Toolkit";
const string k_StarterAssetsSampleName = "Starter Assets";
const string k_TeleportLayerName = "Teleport";
const int k_TeleportLayerIndex = 31;
const string k_ProjectValidationSettingsPath = "Project/XR Plug-in Management/Project Validation";
const string k_ShaderGraphPackageName = "com.unity.shadergraph";
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
const string k_InputSystemPackageName = "com.unity.inputsystem";
static readonly PackageVersion s_RecommendedPackageVersion = new PackageVersion("1.11.0");
const string k_InputActionAssetName = "XRI Default Input Actions";
const string k_InputActionAssetGuid = "c348712bda248c246b8c49b3db54643f";
#endif
static readonly BuildTargetGroup[] s_BuildTargetGroups =
((BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup))).Distinct().ToArray();
static readonly List s_BuildValidationRules = new List();
static AddRequest s_ShaderGraphPackageAddRequest;
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
static AddRequest s_InputSystemPackageAddRequest;
#endif
[InitializeOnLoadMethod]
static void RegisterProjectValidationRules()
{
// In the Player Settings UI we have to delay the call one frame to let the settings provider get initialized
// since we need to access the settings asset to set the rule's non-delegate properties (FixItAutomatic).
EditorApplication.delayCall += AddRulesAndRunCheck;
}
static void AddRulesAndRunCheck()
{
if (s_BuildValidationRules.Count == 0)
{
s_BuildValidationRules.Add(
new BuildValidationRule
{
Category = k_Category,
Message = $"[{k_StarterAssetsSampleName}] Interaction Layer {k_TeleportLayerIndex} should be set to '{k_TeleportLayerName}' for teleportation locomotion.",
FixItMessage = $"XR Interaction Toolkit samples reserve Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion. Set Interaction Layer {k_TeleportLayerIndex} to '{k_TeleportLayerName}' to prevent conflicts.",
HelpText = "Please note Interaction Layers are unique to the XR Interaction Toolkit and can be found in Edit > Project Settings > XR Plug-in Management > XR Interaction Toolkit",
FixItAutomatic = InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || IsInteractionLayerTeleport(),
Error = false,
CheckPredicate = IsInteractionLayerTeleport,
FixIt = () =>
{
if (InteractionLayerSettings.Instance.IsLayerEmpty(k_TeleportLayerIndex) || DisplayTeleportDialog())
InteractionLayerSettings.Instance.SetLayerNameAt(k_TeleportLayerIndex, k_TeleportLayerName);
else
SettingsService.OpenProjectSettings(XRInteractionToolkitSettingsProvider.k_SettingsPath);
},
});
s_BuildValidationRules.Add(
new BuildValidationRule
{
IsRuleEnabled = () => s_ShaderGraphPackageAddRequest == null || s_ShaderGraphPackageAddRequest.IsCompleted,
Message = $"[{k_StarterAssetsSampleName}] Shader Graph ({k_ShaderGraphPackageName}) package must be installed for materials used in this sample.",
Category = k_Category,
CheckPredicate = () => PackageVersionUtility.IsPackageInstalled(k_ShaderGraphPackageName),
FixIt = () =>
{
s_ShaderGraphPackageAddRequest = Client.Add(k_ShaderGraphPackageName);
if (s_ShaderGraphPackageAddRequest.Error != null)
{
Debug.LogError($"Package installation error: {s_ShaderGraphPackageAddRequest.Error}: {s_ShaderGraphPackageAddRequest.Error.message}");
}
},
FixItAutomatic = true,
Error = false,
});
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
s_BuildValidationRules.Add(
new BuildValidationRule
{
IsRuleEnabled = () => s_InputSystemPackageAddRequest == null || s_InputSystemPackageAddRequest.IsCompleted,
Message = $"[{k_StarterAssetsSampleName}] Input System ({k_InputSystemPackageName}) package must be at version {s_RecommendedPackageVersion} or higher to use Project-wide Actions with {k_InputActionAssetName}.",
Category = k_Category,
CheckPredicate = () => InputSystem.actions == null || PackageVersionUtility.GetPackageVersion(k_InputSystemPackageName) >= s_RecommendedPackageVersion,
FixIt = () =>
{
if (s_InputSystemPackageAddRequest == null || s_InputSystemPackageAddRequest.IsCompleted)
InstallOrUpdateInputSystem();
},
HelpText = "This version added support for automatic loading of custom extensions of InputProcessor, InputInteraction, and InputBindingComposite defined by this package.",
FixItAutomatic = true,
Error = InputSystem.actions != null && (InputSystem.actions.name == k_InputActionAssetName || AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(InputSystem.actions)) == k_InputActionAssetGuid),
});
#endif
}
foreach (var buildTargetGroup in s_BuildTargetGroups)
{
BuildValidator.AddRules(buildTargetGroup, s_BuildValidationRules);
}
ShowWindowIfIssuesExist();
}
static void ShowWindowIfIssuesExist()
{
foreach (var validation in s_BuildValidationRules)
{
if (validation.CheckPredicate == null || !validation.CheckPredicate.Invoke())
{
ShowWindow();
return;
}
}
}
internal static void ShowWindow()
{
// Delay opening the window since sometimes other settings in the player settings provider redirect to the
// project validation window causing serialized objects to be nullified.
EditorApplication.delayCall += () =>
{
SettingsService.OpenProjectSettings(k_ProjectValidationSettingsPath);
};
}
static bool IsInteractionLayerTeleport()
{
return string.Equals(InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex), k_TeleportLayerName, StringComparison.OrdinalIgnoreCase);
}
static bool DisplayTeleportDialog()
{
return EditorUtility.DisplayDialog(
"Fixing Teleport Interaction Layer",
$"Interaction Layer {k_TeleportLayerIndex} for teleportation locomotion is currently set to '{InteractionLayerSettings.Instance.GetLayerNameAt(k_TeleportLayerIndex)}' instead of '{k_TeleportLayerName}'",
"Automatically Replace",
"Cancel");
}
#if UNITY_INPUT_SYSTEM_PROJECT_WIDE_ACTIONS
static void InstallOrUpdateInputSystem()
{
// Set a 3-second timeout for request to avoid editor lockup
var currentTime = DateTime.Now;
var endTime = currentTime + TimeSpan.FromSeconds(3);
var request = Client.Search(k_InputSystemPackageName);
if (request.Status == StatusCode.InProgress)
{
Debug.Log($"Searching for ({k_InputSystemPackageName}) in Unity Package Registry.");
while (request.Status == StatusCode.InProgress && currentTime < endTime)
currentTime = DateTime.Now;
}
var addRequest = k_InputSystemPackageName;
if (request.Status == StatusCode.Success && request.Result.Length > 0)
{
var versions = request.Result[0].versions;
#if UNITY_2022_2_OR_NEWER
var recommendedVersion = new PackageVersion(versions.recommended);
#else
var recommendedVersion = new PackageVersion(versions.verified);
#endif
var latestCompatible = new PackageVersion(versions.latestCompatible);
if (recommendedVersion < s_RecommendedPackageVersion && s_RecommendedPackageVersion <= latestCompatible)
addRequest = $"{k_InputSystemPackageName}@{s_RecommendedPackageVersion}";
}
s_InputSystemPackageAddRequest = Client.Add(addRequest);
if (s_InputSystemPackageAddRequest.Error != null)
{
Debug.LogError($"Package installation error: {s_InputSystemPackageAddRequest.Error}: {s_InputSystemPackageAddRequest.Error.message}");
}
}
#endif
}
}