Project started, GitMerge added.

This commit is contained in:
Alex Huddleston 2018-05-09 20:42:22 -05:00
parent 9c493ee69e
commit faf829348b
79 changed files with 3211 additions and 0 deletions

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace GitMerge
{
public static class GameObjectExtensions
{
/// <summary>
/// Adds the copy of a Component to a GameObject.
/// </summary>
/// <param name="go">The GameObject that will get the new Component</param>
/// <param name="original">The original component to copy</param>
/// <returns>The reference to the newly added Component copy</returns>
public static Component AddComponent(this GameObject go, Component original)
{
var c = go.AddComponent(original.GetType());
var originalSerialized = new SerializedObject(original).GetIterator();
var nso = new SerializedObject(c);
var newSerialized = nso.GetIterator();
if(originalSerialized.Next(true))
{
newSerialized.Next(true);
while(originalSerialized.NextVisible(true))
{
newSerialized.NextVisible(true);
newSerialized.SetValue(originalSerialized.GetValue());
}
}
nso.ApplyModifiedProperties();
return c;
}
/// <summary>
/// Activates/deactivates the GameObjct, and hides it when it is disabled.
/// This is used for "their" objects to hide them while merging.
/// </summary>
/// <param name="go">The object do enable/disable</param>
/// <param name="active">Enable or disable the object?</param>
public static void SetActiveForMerging(this GameObject go, bool active)
{
go.SetActive(active);
go.hideFlags = active ? HideFlags.None : HideFlags.HideAndDontSave;
}
/// <summary>
/// Ping the GameObject in the hierarchy, select it, and center it in the scene view.
/// </summary>
/// <param name="go">The GameObject of interest</param>
public static void Highlight(this GameObject go)
{
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
var view = SceneView.lastActiveSceneView;
if(view)
{
view.FrameSelected();
}
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace GitMerge
{
/// <summary>
/// One instance of this class represents one GameObject with relevance to the merge process.
/// Holds all MergeActions that can be applied to the GameObject or its Components.
/// Is considered as "merged" when all its MergeActions are "merged".
/// </summary>
public class GameObjectMergeActions
{
/// <summary>
/// Reference to "our" version of the GameObject.
/// </summary>
public GameObject ours { private set; get; }
/// <summary>
/// Reference to "their" versoin of the GameObject.
/// </summary>
public GameObject theirs { private set; get; }
private string name;
public bool merged { private set; get; }
public bool hasActions
{
get { return actions.Count > 0; }
}
/// <summary>
/// All actions available for solving specific conflicts on the GameObject.
/// </summary>
private List<MergeAction> actions;
public GameObjectMergeActions(GameObject ours, GameObject theirs)
{
actions = new List<MergeAction>();
this.ours = ours;
this.theirs = theirs;
GenerateName();
if(theirs && !ours)
{
actions.Add(new MergeActionNewGameObject(ours, theirs));
}
if(ours && !theirs)
{
actions.Add(new MergeActionDeleteGameObject(ours, theirs));
}
if(ours && theirs)
{
FindPropertyDifferences();
FindComponentDifferences();
}
//Some Actions have a default and are merged from the beginning.
//If all the others did was to add GameObjects, we're done with merging from the start.
CheckIfMerged();
}
/// <summary>
/// Generate a title for this object
/// </summary>
private void GenerateName()
{
name = "";
if(ours)
{
name = "Your[" + GetPath(ours) + "]";
}
if(theirs)
{
if(ours)
{
name += " vs. ";
}
name += "Their[" + GetPath(theirs) + "]";
}
}
/// <summary>
/// Finds the differences between properties of the two GameObjects.
/// That means the name, layer, tag... everything that's not part of a Component. Also, the parent.
/// </summary>
private void FindPropertyDifferences()
{
CheckForDifferentParents();
FindPropertyDifferences(ours, theirs);
}
/// <summary>
/// Since parenting is quite special, here's some dedicated handling.
/// </summary>
private void CheckForDifferentParents()
{
var transform = ours.GetComponent<Transform>();
var ourParent = transform.parent;
var theirParent = theirs.GetComponent<Transform>().parent;
if(ourParent != theirParent)
{
actions.Add(new MergeActionParenting(transform, ourParent, theirParent));
}
}
/// <summary>
/// Check for Components that one of the sides doesn't have, and/or for defferent values
/// on Components.
/// </summary>
private void FindComponentDifferences()
{
var ourComponents = ours.GetComponents<Component>();
var theirComponents = theirs.GetComponents<Component>();
//Map "their" Components to their respective ids
var theirDict = new Dictionary<int, Component>();
foreach(var theirComponent in theirComponents)
{
//Ignore null components
if(theirComponent != null)
{
theirDict.Add(ObjectIDFinder.GetIdentifierFor(theirComponent), theirComponent);
}
}
foreach(var ourComponent in ourComponents)
{
//Ignore null components
if(ourComponent == null) continue;
//Try to find "their" equivalent to our Components
var id = ObjectIDFinder.GetIdentifierFor(ourComponent);
Component theirComponent;
theirDict.TryGetValue(id, out theirComponent);
if(theirComponent) //Both Components exist
{
FindPropertyDifferences(ourComponent, theirComponent);
//Remove "their" Component from the dict to only keep those new to us
theirDict.Remove(id);
}
else //Component doesn't exist in their version, offer a deletion
{
actions.Add(new MergeActionDeleteComponent(ours, ourComponent));
}
}
//Everything left in the dict is a...
foreach(var theirComponent in theirDict.Values)
{
//...new Component from them
actions.Add(new MergeActionNewComponent(ours, theirComponent));
}
}
/// <summary>
/// Find all the values different in "our" and "their" version of a component.
/// </summary>
private void FindPropertyDifferences(Object ourObject, Object theirObject)
{
var ourSerialized = new SerializedObject(ourObject);
var theirSerialized = new SerializedObject(theirObject);
var ourProperty = ourSerialized.GetIterator();
if(ourProperty.NextVisible(true))
{
var theirProperty = theirSerialized.GetIterator();
theirProperty.NextVisible(true);
while(ourProperty.NextVisible(false))
{
theirProperty.NextVisible(false);
if(ourObject is GameObject)
{
if(MergeManager.isMergingPrefab)
{
//If merging a prefab, ignore the gameobject name.
if(ourProperty.GetPlainName() == "Name")
{
continue;
}
}
}
if(DifferentValues(ourProperty, theirProperty))
{
//We found a difference, accordingly add a MergeAction
actions.Add(new MergeActionChangeValues(ours, ourObject, ourProperty.Copy(), theirProperty.Copy()));
}
}
}
}
/// <summary>
/// Returns true when the two properties have different values, false otherwise.
/// </summary>
private static bool DifferentValues(SerializedProperty ourProperty, SerializedProperty theirProperty)
{
if(!ourProperty.IsRealArray())
{
//Regular single-value property
if(DifferentValuesFlat(ourProperty, theirProperty))
{
return true;
}
}
else
{
//Array property
if(ourProperty.arraySize != theirProperty.arraySize)
{
return true;
}
var op = ourProperty.Copy();
var tp = theirProperty.Copy();
op.Next(true);
op.Next(true);
tp.Next(true);
tp.Next(true);
for(int i = 0; i < ourProperty.arraySize; ++i)
{
op.Next(false);
tp.Next(false);
if(DifferentValuesFlat(op, tp))
{
return true;
}
}
}
return false;
}
private static bool DifferentValuesFlat(SerializedProperty ourProperty, SerializedProperty theirProperty)
{
var our = ourProperty.GetValue(true);
var their = theirProperty.GetValue(true);
return !object.Equals(our, their);
}
/// <summary>
/// Get the path of a GameObject in the hierarchy.
/// </summary>
private static string GetPath(GameObject g)
{
var t = g.transform;
var sb = new StringBuilder(t.name);
while(t.parent != null)
{
t = t.parent;
sb.Insert(0, t.name + "/");
}
return sb.ToString();
}
private void CheckIfMerged()
{
merged = actions.TrueForAll(action => action.merged);
}
/// <summary>
/// Use "our" version for all conflicts.
/// This is used on all GameObjectMergeActions objects when the merge is aborted.
/// </summary>
public void UseOurs()
{
foreach(var action in actions)
{
action.UseOurs();
}
merged = true;
}
/// <summary>
/// Use "their" version for all conflicts.
/// </summary>
public void UseTheirs()
{
foreach(var action in actions)
{
action.UseTheirs();
}
merged = true;
}
//If the foldout is open
private bool open;
public void OnGUI()
{
if(open)
{
GUI.backgroundColor = new Color(0, 0, 0, .8f);
}
else
{
GUI.backgroundColor = merged ? new Color(0, .5f, 0, .8f) : new Color(.5f, 0, 0, .8f);
}
GUILayout.BeginVertical(Resources.styles.mergeActions);
GUI.backgroundColor = Color.white;
GUILayout.BeginHorizontal();
open = EditorGUILayout.Foldout(open, new GUIContent(name));
if(ours && GUILayout.Button("Focus", EditorStyles.miniButton, GUILayout.Width(100)))
{
//Highlight the instance of the prefab, not the prefab itself
//Otherwise, "ours".
var objectToHighlight = MergeManager.isMergingPrefab ? MergeManagerPrefab.ourPrefabInstance : ours;
objectToHighlight.Highlight();
}
GUILayout.EndHorizontal();
if(open)
{
//Display all merge actions.
foreach(var action in actions)
{
if(action.OnGUIMerge())
{
CheckIfMerged();
}
}
}
else
{
GUILayout.BeginHorizontal();
if(GUILayout.Button("Use ours >>>", EditorStyles.miniButton))
{
UseOurs();
}
if(GUILayout.Button("<<< Use theirs", EditorStyles.miniButton))
{
UseTheirs();
}
GUILayout.EndHorizontal();
}
//If "ours" is null, the GameObject doesn't exist in one of the versions.
//Try to get a reference if the object exists in the current merging state.
//If it exists, the new/gelete MergeAction will have a reference.
if(!ours)
{
foreach(var action in actions)
{
ours = action.ours;
}
}
GUILayout.EndVertical();
GUI.backgroundColor = Color.white;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace GitMerge
{
/// <summary>
/// The window that lets you perform merges on scenes and prefabs.
/// </summary>
public class GitMergeWindow : EditorWindow
{
private VCS vcs = new VCSGit();
//EditorPrefs keys for settings
private const string epAutomerge = "GitMerge_automerge";
private const string epAutofocus = "GitMerge_autofocus";
//Settings
public static bool automerge { private set; get; }
public static bool autofocus { private set; get; }
//The MergeManager that has the actual merging logic
private MergeManager manager;
public bool mergeInProgress
{
get
{
return manager != null;
}
}
private Vector2 scrollPosition = Vector2.zero;
private int tab = 0;
[MenuItem("Window/GitMerge")]
static void OpenEditor()
{
var window = EditorWindow.GetWindow(typeof(GitMergeWindow), false, "GitMerge");
//In case we're merging and the scene becomes edited,
//the shown SerializedProperties should be repainted
window.autoRepaintOnSceneChange = true;
window.minSize = new Vector2(500, 100);
}
void OnEnable()
{
LoadSettings();
}
private static void LoadSettings()
{
if(EditorPrefs.HasKey(epAutomerge))
{
automerge = EditorPrefs.GetBool(epAutomerge);
}
else
{
automerge = true;
}
if(EditorPrefs.HasKey(epAutofocus))
{
autofocus = EditorPrefs.GetBool(epAutofocus);
}
else
{
autofocus = true;
}
}
void OnHierarchyChange()
{
//Repaint if we changed the scene
this.Repaint();
}
//Always check for editor state changes, and abort the active merge process if needed
void Update()
{
if(MergeAction.inMergePhase
&& (EditorApplication.isCompiling
|| EditorApplication.isPlayingOrWillChangePlaymode))
{
ShowNotification(new GUIContent("Aborting merge due to editor state change."));
AbortMerge();
}
}
private void AbortMerge()
{
manager.AbortMerge();
manager = null;
}
void OnGUI()
{
Resources.DrawLogo();
DrawTabButtons();
switch(tab)
{
case 0:
OnGUISceneTab();
break;
case 1:
OnGUIPrefabTab();
break;
default:
OnGUISettingsTab();
break;
}
}
/// <summary>
/// Tab that offers scene merging.
/// </summary>
private void OnGUISceneTab()
{
GUILayout.Label("Open Scene: " + EditorApplication.currentScene);
if(EditorApplication.currentScene != ""
&& !mergeInProgress
&& GUILayout.Button("Start merging this scene", GUILayout.Height(80)))
{
var mm = new MergeManagerScene(this, vcs);
if(mm.InitializeMerge())
{
manager = mm;
}
}
DisplayMergeProcess();
}
/// <summary>
/// Tab that offers prefab merging.
/// </summary>
private void OnGUIPrefabTab()
{
GameObject prefab;
if(!mergeInProgress)
{
GUILayout.Label("Drag your prefab here to start merging:");
if(prefab = EditorGUILayout.ObjectField(null, typeof(GameObject), false, GUILayout.Height(60)) as GameObject)
{
var mm = new MergeManagerPrefab(this, vcs);
if(mm.InitializeMerge(prefab))
{
manager = mm;
}
}
}
DisplayMergeProcess();
}
/// <summary>
/// Tab that offers various settings for the tool.
/// </summary>
private void OnGUISettingsTab()
{
var vcsPath = vcs.exe();
var vcsPathNew = EditorGUILayout.TextField("Path to git.exe", vcsPath);
if(vcsPath != vcsPathNew)
{
vcs.SetPath(vcsPathNew);
}
var amNew = EditorGUILayout.Toggle("Automerge", automerge);
if(automerge != amNew)
{
automerge = amNew;
EditorPrefs.SetBool(epAutomerge, automerge);
}
GUILayout.Label("(Automerge new/deleted GameObjects/Components upon merge start)");
var afNew = EditorGUILayout.Toggle("Auto Highlight", autofocus);
if(autofocus != afNew)
{
autofocus = afNew;
EditorPrefs.SetBool(epAutofocus, autofocus);
}
GUILayout.Label("(Highlight GameObjects when applying a MergeAction to it)");
}
/// <summary>
/// If no merge is in progress, draws the buttons to switch between tabs.
/// Otherwise, draws the "abort merge" button.
/// </summary>
private void DrawTabButtons()
{
if(!mergeInProgress)
{
string[] tabs = { "Merge Scene", "Merge Prefab", "Settings" };
tab = GUI.SelectionGrid(new Rect(72, 36, 300, 22), tab, tabs, 3);
}
else
{
GUI.backgroundColor = new Color(1,0.4f,0.4f,1);
if(GUI.Button(new Rect(72, 36, 300, 22), "Abort merge"))
{
manager.AbortMerge();
manager = null;
}
GUI.backgroundColor = Color.white;
}
}
/// <summary>
/// Displays all MergeActions and the "apply merge" button if a merge is in progress.
/// </summary>
private void DisplayMergeProcess()
{
if(mergeInProgress)
{
var done = DisplayMergeActions();
GUILayout.BeginHorizontal();
if(done && GUILayout.Button("Apply merge"))
{
manager.CompleteMerge();
manager = null;
}
GUILayout.EndHorizontal();
}
}
/// <summary>
/// Displays all GameObjectMergeActions.
/// </summary>
/// <returns>True, if all MergeActions are flagged as "merged".</returns>
private bool DisplayMergeActions()
{
scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, true);
GUILayout.BeginVertical(GUILayout.MinWidth(480));
var textColor = GUI.skin.label.normal.textColor;
GUI.skin.label.normal.textColor = Color.black;
var done = true;
foreach(var actions in manager.allMergeActions)
{
actions.OnGUI();
done = done && actions.merged;
}
GUI.skin.label.normal.textColor = textColor;
GUILayout.EndVertical();
GUILayout.EndScrollView();
return done;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
namespace GitMerge
{
/// <summary>
/// Each MergeAction represents a single, specific merge conflict.
/// This can be a GameObject added or deleted in one of the versions,
/// a Component added or deleted on a GameObject,
/// or a single property changed on a Component.
/// </summary>
public abstract class MergeAction
{
//Don't highlight objects if not in merge phase.
//Prevents highlighting while automerging.
public static bool inMergePhase;
//A MergeAction is considere "merged" when, at some point,
//"our", "their" or a new version has been applied.
public bool merged { protected set; get; }
public GameObject ours { protected set; get; }
public GameObject theirs { protected set; get; }
//Flags that indicate how this MergeAction has been resolved.
protected bool usingOurs;
protected bool usingTheirs;
protected bool usingNew;
//True when this action has been automatically resolved
protected bool automatic;
public MergeAction(GameObject ours, GameObject theirs)
{
this.ours = ours;
this.theirs = theirs;
}
public void UseOurs()
{
try
{
ApplyOurs();
}
catch
{
return;
}
merged = true;
usingOurs = true;
usingTheirs = false;
usingNew = false;
automatic = !inMergePhase;
if(GitMergeWindow.autofocus)
{
HighlightObject();
}
RefreshPrefabInstance();
}
public void UseTheirs()
{
try
{
ApplyTheirs();
}
catch
{
return;
}
merged = true;
usingOurs = false;
usingTheirs = true;
usingNew = false;
automatic = !inMergePhase;
if(GitMergeWindow.autofocus)
{
HighlightObject();
}
RefreshPrefabInstance();
}
public void UsedNew()
{
merged = true;
usingOurs = false;
usingTheirs = false;
usingNew = true;
automatic = !inMergePhase;
RefreshPrefabInstance();
}
/// <summary>
/// Refreshes the prefab instance, if there is any.
/// We change the prefab directly, so we have to do this to see the changes in the scene view.
/// </summary>
private static void RefreshPrefabInstance()
{
if(MergeManager.isMergingPrefab)
{
PrefabUtility.ResetToPrefabState(MergeManagerPrefab.ourPrefabInstance);
}
}
//The implementations of these methods conatain the actual merging steps
protected abstract void ApplyOurs();
protected abstract void ApplyTheirs();
/// <summary>
/// Displays the MergeAction.
/// </summary>
/// <returns>True when the represented conflict has now been merged.</returns>
public bool OnGUIMerge()
{
var wasMerged = merged;
if(merged)
{
GUI.backgroundColor = automatic ? new Color(.9f, .9f, .3f, 1) : new Color(.2f, .8f, .2f, 1);
}
else
{
GUI.backgroundColor = new Color(1f, .25f, .25f, 1);
}
GUILayout.BeginHorizontal(Resources.styles.mergeAction);
GUI.backgroundColor = Color.white;
OnGUI();
GUI.color = Color.white;
GUILayout.EndHorizontal();
return merged && !wasMerged;
}
//The actual UI of the MergeAction depends on the actual type
public abstract void OnGUI();
private void HighlightObject()
{
//Highlight the instance of the prefab, not the prefab itself
//Otherwise, "ours".
var objectToHighlight = MergeManager.isMergingPrefab ? MergeManagerPrefab.ourPrefabInstance : ours;
if(objectToHighlight && inMergePhase && objectToHighlight.hideFlags == HideFlags.None)
{
objectToHighlight.Highlight();
}
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Linq;
namespace GitMerge
{
/// <summary>
/// The MergeAction allowing to merge the value of a single property of a Component.
/// </summary>
public class MergeActionChangeValues : MergeAction
{
protected SerializedProperty ourProperty;
protected SerializedProperty theirProperty;
protected object ourInitialValue;
protected object theirInitialValue;
protected readonly string ourString;
protected readonly string theirString;
protected readonly string fieldname;
protected Object ourObject;
public MergeActionChangeValues(GameObject ours, Object ourObject, SerializedProperty ourProperty, SerializedProperty theirProperty)
: base(ours, null)
{
this.ourObject = ourObject;
this.ourProperty = ourProperty;
this.theirProperty = theirProperty;
fieldname = ourObject.GetPlainType() + "." + ourProperty.GetPlainName();
ourInitialValue = ourProperty.GetValue();
theirInitialValue = theirProperty.GetValue();
ourString = SerializedValueString(ourProperty);
theirString = SerializedValueString(theirProperty);
}
protected override void ApplyOurs()
{
ourProperty.SetValue(ourInitialValue);
ourProperty.serializedObject.ApplyModifiedProperties();
}
protected override void ApplyTheirs()
{
var value = theirInitialValue;
//If we're about references here, get "our" version of the object.
if(ourProperty.propertyType == SerializedPropertyType.ObjectReference)
{
var id = ObjectIDFinder.GetIdentifierFor(theirInitialValue as Object);
var obj = ObjectDictionaries.GetOurObject(id);
//If we didn't have our own version of the object before, it must be new
if(!obj)
{
//Get our copy of the new object if it exists
obj = ObjectDictionaries.GetOurInstanceOfCopy(value as Object);
}
value = obj;
}
ourProperty.SetValue(value);
ourProperty.serializedObject.ApplyModifiedProperties();
}
public override void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.Label(fieldname + ": " + ourProperty.propertyType);
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
GUILayout.Label(ourString, GUILayout.Width(100));
DisplayArray(ourInitialValue);
GUILayout.EndVertical();
if(MergeButton(">>>", usingOurs))
{
UseOurs();
}
var c = GUI.backgroundColor;
GUI.backgroundColor = Color.white;
//GUILayout.Label(ourProperty.propertyType + "/" + ourProperty.type + ": " + ourProperty.GetValue());
PropertyField(ourProperty);
GUI.backgroundColor = c;
if(MergeButton("<<<", usingTheirs))
{
UseTheirs();
}
GUILayout.BeginVertical();
GUILayout.Label(theirString, GUILayout.Width(100));
DisplayArray(theirInitialValue);
GUILayout.EndVertical();
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DisplayArray(object value)
{
if(ourProperty.IsRealArray() && ourProperty.isExpanded)
{
var values = (object[])value;
for(int i = 0; i < values.Length; ++i)
{
GUILayout.Label(ValueString(values[i]), GUILayout.Width(100));
}
}
}
/// <summary>
/// Displays the property field in the center of the window.
/// This method distinguishes between certain properties.
/// The GameObject tag, for example, shouldn't be displayed with a regular string field.
/// </summary>
/// <param name="p">The SerializedProerty to display</param>
/// <param name="width">The width of the whole thing in the ui</param>
private void PropertyField(SerializedProperty p, float width = 170)
{
if(p.IsRealArray())
{
DisplayArrayProperty(p, width);
}
else
{
var oldValue = p.GetValue();
if(fieldname == "GameObject.TagString")
{
var oldTag = oldValue as string;
var newTag = EditorGUILayout.TagField("", oldTag, GUILayout.Width(width));
if(newTag != oldTag)
{
p.SetValue(newTag);
}
}
else if(fieldname == "GameObject.StaticEditorFlags")
{
DisplayStaticFlagChooser(p, width);
}
else
{
EditorGUILayout.PropertyField(p, new GUIContent(""), GUILayout.Width(width));
}
if(!object.Equals(p.GetValue(), oldValue))
{
p.serializedObject.ApplyModifiedProperties();
UsedNew();
}
}
}
private void DisplayArrayProperty(SerializedProperty p, float width)
{
GUILayout.BeginVertical();
GUILayout.BeginHorizontal(GUILayout.Width(170));
EditorGUILayout.PropertyField(p, new GUIContent("Array"), GUILayout.Width(80));
if(p.isExpanded)
{
var copy = p.Copy();
var size = copy.arraySize;
copy.Next(true);
copy.Next(true);
PropertyField(copy, 70);
GUILayout.EndHorizontal();
for(int i = 0; i < size; ++i)
{
copy.Next(false);
PropertyField(copy);
}
}
else
{
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
}
/// <summary>
/// Displays Toggles that let the user set the static flags of the object.
/// </summary>
/// <param name="p">The StaticEditorFlags SerializedProperty to display</param>
/// <param name="width">The width of the whole thing in the ui</param>
private void DisplayStaticFlagChooser(SerializedProperty p, float width)
{
var flags = (StaticEditorFlags)p.intValue;
GUILayout.BeginVertical(GUILayout.Width(width));
p.isExpanded = EditorGUILayout.Foldout(p.isExpanded, SerializedValueString(p));
var allOn = true;
if(p.isExpanded)
{
foreach(var flag in System.Enum.GetValues(typeof(StaticEditorFlags)).Cast<StaticEditorFlags>())
{
var wasOn = (flags & flag) != 0;
var on = EditorGUILayout.Toggle(flag + "", wasOn);
if(wasOn != on)
{
flags = flags ^ flag;
}
if(!on)
{
allOn = false;
}
}
}
if(allOn)
{
flags = (StaticEditorFlags)(-1);
}
p.intValue = (int)flags;
GUILayout.EndVertical();
}
private string SerializedValueString(SerializedProperty p)
{
if(fieldname == "GameObject.StaticEditorFlags")
{
switch(p.intValue)
{
case 0:
return "Not static";
case -1:
return "Static";
default:
return "Mixed static";
}
}
else if(p.IsRealArray())
{
return "Array[" + p.arraySize + "]";
}
return ValueString(p.GetValue());
}
private static string ValueString(object o)
{
if(o == null)
{
return "[none]";
}
return o.ToString();
}
private static bool MergeButton(string text, bool green)
{
if(green)
{
GUI.color = Color.green;
}
bool result = GUILayout.Button(text, GUILayout.ExpandWidth(false));
GUI.color = Color.white;
return result;
}
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The MergeAction that handles a Component which exists in "their" version but not "ours".
/// </summary>
public class MergeActionDeleteComponent : MergeActionExistence
{
protected Component ourComponent;
protected Component copy;
public MergeActionDeleteComponent(GameObject ours, Component ourComponent)
: base(ours, null)
{
this.ourComponent = ourComponent;
var go = new GameObject("GitMerge Object");
go.SetActiveForMerging(false);
copy = go.AddComponent(ourComponent);
if(GitMergeWindow.automerge)
{
UseOurs();
}
}
protected override void ApplyOurs()
{
if(ourComponent == null)
{
ourComponent = ours.AddComponent(copy);
ObjectDictionaries.SetAsOurObject(ourComponent);
}
}
protected override void ApplyTheirs()
{
if(ourComponent != null)
{
ObjectDictionaries.RemoveOurObject(ourComponent);
Object.DestroyImmediate(ourComponent, true);
}
}
public override void EnsureExistence()
{
UseOurs();
}
public override void OnGUI()
{
GUILayout.Label(copy.GetPlainType());
var defaultOptionColor = merged ? Color.gray : Color.white;
GUI.color = usingOurs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Keep Component"))
{
UseOurs();
}
GUI.color = usingTheirs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Delete Component"))
{
UseTheirs();
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The MergeAction that handles a GameObject which exists in "our" version but not "theirs".
/// </summary>
public class MergeActionDeleteGameObject : MergeActionExistence
{
private bool oursWasActive;
public MergeActionDeleteGameObject(GameObject ours, GameObject theirs)
: base(ours, theirs)
{
oursWasActive = ours.activeSelf;
if(GitMergeWindow.automerge)
{
UseOurs();
}
}
protected override void ApplyOurs()
{
ours.SetActiveForMerging(true);
ours.SetActive(oursWasActive);
}
protected override void ApplyTheirs()
{
ours.SetActiveForMerging(false);
SceneView.currentDrawingSceneView.Repaint();
}
public override void EnsureExistence()
{
UseOurs();
}
public override void OnGUI()
{
var defaultOptionColor = merged ? Color.gray : Color.white;
GUI.color = usingOurs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Keep GameObject"))
{
UseOurs();
}
GUI.color = usingTheirs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Delete GameObject"))
{
UseTheirs();
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The abstract base MergeAction for all MergeActions that manage whether or not an object exists
/// </summary>
public abstract class MergeActionExistence : MergeAction
{
public MergeActionExistence(GameObject ours, GameObject theirs)
: base(ours, theirs)
{
ObjectDictionaries.AddToSchroedingersObjects(ours ?? theirs, this);
}
/// <summary>
/// Apply whatever version that has the object existing, since it might be needed somewhere.
/// When overriding, call either UseOurs or UseTheirs to make sure to trigger the side effects.
/// </summary>
public abstract void EnsureExistence();
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The MergeAction that handles Components that exist in "our" version but not in "theirs".
/// </summary>
public class MergeActionNewComponent : MergeActionExistence
{
protected Component ourComponent;
protected Component theirComponent;
public MergeActionNewComponent(GameObject ours, Component theirComponent)
: base(ours, null)
{
this.theirComponent = theirComponent;
if(GitMergeWindow.automerge)
{
UseOurs();
}
}
protected override void ApplyOurs()
{
if(ourComponent)
{
ObjectDictionaries.RemoveCopyOf(theirComponent);
Object.DestroyImmediate(ourComponent, true);
}
}
protected override void ApplyTheirs()
{
if(!ourComponent)
{
ourComponent = ours.AddComponent(theirComponent);
ObjectDictionaries.SetAsCopy(ourComponent, theirComponent);
}
}
public override void EnsureExistence()
{
UseTheirs();
}
public override void OnGUI()
{
GUILayout.Label(theirComponent.GetPlainType());
var defaultOptionColor = merged ? Color.gray : Color.white;
GUI.color = usingOurs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Don't add Component"))
{
UseOurs();
}
GUI.color = usingTheirs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Add new Component"))
{
UseTheirs();
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The MergeAction that handles GameObjects that exist in "their" version but not in "ours".
/// </summary>
public class MergeActionNewGameObject : MergeActionExistence
{
public MergeActionNewGameObject(GameObject ours, GameObject theirs)
: base(ours, theirs)
{
if(GitMergeWindow.automerge)
{
UseTheirs();
}
}
protected override void ApplyOurs()
{
if(ours)
{
ObjectDictionaries.RemoveCopyOf(theirs);
GameObject.DestroyImmediate(ours, true);
}
}
protected override void ApplyTheirs()
{
if(!ours)
{
ours = ObjectDictionaries.InstantiateFromMerging(theirs);
ObjectDictionaries.SetAsCopy(ours, theirs);
}
}
public override void EnsureExistence()
{
UseTheirs();
}
public override void OnGUI()
{
var defaultOptionColor = merged ? Color.gray : Color.white;
GUI.color = usingOurs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Don't add GameObject"))
{
UseOurs();
}
GUI.color = usingTheirs ? Color.green : defaultOptionColor;
if(GUILayout.Button("Add new GameObject"))
{
UseTheirs();
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
/// <summary>
/// The MergeAction that handles a differing parents for a Transform.
/// </summary>
public class MergeActionParenting : MergeAction
{
private Transform transform;
private Transform ourParent;
private Transform theirParent;
public MergeActionParenting(Transform transform, Transform ourParent, Transform theirParent)
: base(transform.gameObject, null)
{
this.transform = transform;
this.ourParent = ourParent;
this.theirParent = theirParent;
}
protected override void ApplyOurs()
{
transform.parent = ourParent;
}
protected override void ApplyTheirs()
{
var ourVersion = ObjectDictionaries.GetOurCounterpartFor(theirParent) as Transform;
if(theirParent && !ourVersion)
{
if(EditorUtility.DisplayDialog("The chosen parent currently does not exist.", "Do you want do add it?", "Yes", "No"))
{
ObjectDictionaries.EnsureExistence(theirParent.gameObject);
ourVersion = ObjectDictionaries.GetOurCounterpartFor(theirParent) as Transform;
transform.parent = ourVersion;
}
else
{
throw new System.Exception("User Abort.");
}
}
else
{
transform.parent = ourVersion;
}
}
public override void OnGUI()
{
GUILayout.BeginVertical();
GUILayout.Label("Parent");
GUILayout.BeginHorizontal();
GUILayout.Label(ourParent ? ourParent.ToString() : "None", GUILayout.Width(100));
if(MergeButton(">>>", usingOurs))
{
UseOurs();
}
var c = GUI.backgroundColor;
GUI.backgroundColor = Color.white;
var newParent = EditorGUILayout.ObjectField(transform.parent, typeof(Transform), true, GUILayout.Width(170)) as Transform;
if(newParent != transform.parent)
{
transform.parent = newParent;
UsedNew();
}
GUI.backgroundColor = c;
if(MergeButton("<<<", usingTheirs))
{
UseTheirs();
}
GUILayout.Label(theirParent ? theirParent.ToString() : "None", GUILayout.Width(100));
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private static bool MergeButton(string text, bool green)
{
if(green)
{
GUI.color = Color.green;
}
bool result = GUILayout.Button(text, GUILayout.ExpandWidth(false));
GUI.color = Color.white;
return result;
}
}
}

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using UnityEngine;
using System.IO;
using System.Diagnostics;
using System.ComponentModel;
using System.Collections.Generic;
namespace GitMerge
{
public abstract class MergeManager
{
protected VCS vcs { private set; get; }
protected GitMergeWindow window { private set; get; }
internal List<GameObjectMergeActions> allMergeActions;
protected static string fileName;
protected static string theirFilename;
public static bool isMergingScene { protected set; get; }
public static bool isMergingPrefab { get { return !isMergingScene; } }
public MergeManager(GitMergeWindow window, VCS vcs)
{
this.window = window;
this.vcs = vcs;
allMergeActions = new List<GameObjectMergeActions>();
}
/// <summary>
/// Creates "their" version of the file at the given path,
/// named filename--THEIRS.unity.
/// </summary>
/// <param name="path">The path of the file, relative to the project folder.</param>
protected void GetTheirVersionOf(string path)
{
fileName = path;
string basepath = Path.GetDirectoryName(path);
string sname = Path.GetFileNameWithoutExtension(path);
string extension = Path.GetExtension(path);
string ours = Path.Combine(basepath, sname + "--OURS" + extension);
theirFilename = Path.Combine(basepath, sname + "--THEIRS" + extension);
File.Copy(path, ours);
try
{
vcs.GetTheirs(path);
}
catch(VCSException e)
{
File.Delete(ours);
throw e;
}
File.Move(path, theirFilename);
File.Move(ours, path);
}
/// <summary>
/// Finds all specific merge conflicts between two sets of GameObjects,
/// representing "our" scene and "their" scene.
/// </summary>
/// <param name="ourObjects">The GameObjects of "our" version of the scene.</param>
/// <param name="theirObjects">The GameObjects of "their" version of the scene.</param>
protected void BuildAllMergeActions(List<GameObject> ourObjects, List<GameObject> theirObjects)
{
allMergeActions = new List<GameObjectMergeActions>();
//Map "their" GameObjects to their respective ids
var theirObjectsDict = new Dictionary<int, GameObject>();
foreach(var theirs in theirObjects)
{
theirObjectsDict.Add(ObjectIDFinder.GetIdentifierFor(theirs), theirs);
}
foreach(var ours in ourObjects)
{
//Try to find "their" equivalent to "our" GameObjects
var id = ObjectIDFinder.GetIdentifierFor(ours);
GameObject theirs;
theirObjectsDict.TryGetValue(id, out theirs);
//If theirs is null, mergeActions.hasActions will be false
var mergeActions = new GameObjectMergeActions(ours, theirs);
if(mergeActions.hasActions)
{
allMergeActions.Add(mergeActions);
}
//Remove "their" GameObject from the dict to only keep those new to us
theirObjectsDict.Remove(id);
}
//Every GameObject left in the dict is a...
foreach(var theirs in theirObjectsDict.Values)
{
//...new GameObject from them
var mergeActions = new GameObjectMergeActions(null, theirs);
if(mergeActions.hasActions)
{
allMergeActions.Add(mergeActions);
}
}
}
public abstract void CompleteMerge();
public virtual void AbortMerge()
{
MergeAction.inMergePhase = false;
foreach(var actions in allMergeActions)
{
actions.UseOurs();
}
ObjectDictionaries.DestroyTheirObjects();
ObjectDictionaries.Clear();
allMergeActions = null;
window.ShowNotification(new GUIContent("Merge aborted."));
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace GitMerge
{
public class MergeManagerPrefab : MergeManager
{
//Stuff needed for prefab merging
public static GameObject ourPrefab { private set; get; }
private static GameObject theirPrefab;
public static GameObject ourPrefabInstance { private set; get; }
private static string previouslyOpenedScene;
public MergeManagerPrefab(GitMergeWindow window, VCS vcs)
: base(window, vcs)
{
}
public bool InitializeMerge(GameObject prefab)
{
if(!EditorApplication.SaveCurrentSceneIfUserWantsTo())
{
return false;
}
isMergingScene = false;
MergeAction.inMergePhase = false;
ObjectDictionaries.Clear();
//checkout "their" version
GetTheirVersionOf(AssetDatabase.GetAssetOrScenePath(prefab));
AssetDatabase.Refresh();
ourPrefab = prefab;
//Open a new Scene that will only display the prefab
previouslyOpenedScene = EditorApplication.currentScene;
EditorApplication.NewScene();
//make the new scene empty
Object.DestroyImmediate(Camera.main.gameObject);
//instantiate our object in order to view it while merging
ourPrefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
//find all of "our" objects in the prefab
var ourObjects = GetAllObjects(prefab);
theirPrefab = AssetDatabase.LoadAssetAtPath(theirFilename, typeof(GameObject)) as GameObject;
theirPrefab.hideFlags = HideFlags.HideAndDontSave;
var theirObjects = GetAllObjects(theirPrefab);
//create list of differences that have to be merged
BuildAllMergeActions(ourObjects, theirObjects);
if(allMergeActions.Count == 0)
{
AssetDatabase.DeleteAsset(theirFilename);
OpenPreviousScene();
window.ShowNotification(new GUIContent("No conflict found for this prefab."));
return false;
}
MergeAction.inMergePhase = true;
ourPrefabInstance.Highlight();
return true;
}
/// <summary>
/// Recursively find all GameObjects that are part of the prefab
/// </summary>
/// <param name="prefab">The prefab to analyze</param>
/// <param name="list">The list with all the objects already found. Pass null in the beginning.</param>
/// <returns>The list with all the objects</returns>
private static List<GameObject> GetAllObjects(GameObject prefab, List<GameObject> list = null)
{
if(list == null)
{
list = new List<GameObject>();
}
list.Add(prefab);
foreach(Transform t in prefab.transform)
{
GetAllObjects(t.gameObject, list);
}
return list;
}
/// <summary>
/// Completes the merge process after solving all conflicts.
/// Cleans up the scene by deleting "their" GameObjects, clears merge related data structures,
/// executes git add scene_name.
/// </summary>
public override void CompleteMerge()
{
MergeAction.inMergePhase = false;
//ObjectDictionaries.Clear();
allMergeActions = null;
//TODO: Could we explicitly just save the prefab?
AssetDatabase.SaveAssets();
//Mark as merged for git
vcs.MarkAsMerged(fileName);
//directly committing here might not be that smart, since there might be more conflicts
ourPrefab = null;
//delete their prefab file
AssetDatabase.DeleteAsset(theirFilename);
OpenPreviousScene();
window.ShowNotification(new GUIContent("Prefab successfully merged."));
}
/// <summary>
/// Aborts merge by using "our" version in all conflicts.
/// Cleans up merge related data.
/// </summary>
public override void AbortMerge()
{
base.AbortMerge();
//delete prefab file
AssetDatabase.DeleteAsset(theirFilename);
OpenPreviousScene();
ourPrefab = null;
}
/// <summary>
/// Opens the previously opened scene, if there was any.
/// </summary>
private static void OpenPreviousScene()
{
if(!string.IsNullOrEmpty(previouslyOpenedScene))
{
EditorApplication.OpenScene(previouslyOpenedScene);
previouslyOpenedScene = "";
}
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace GitMerge
{
public class MergeManagerScene : MergeManager
{
public MergeManagerScene(GitMergeWindow window, VCS vcs)
: base(window, vcs)
{
}
public bool InitializeMerge()
{
isMergingScene = true;
//Ask if the scene should be saved, because...
if(!EditorApplication.SaveCurrentSceneIfUserWantsTo())
{
return false;
}
//...we are reloading it to prevent objects from not having a scene id.
EditorApplication.OpenScene(EditorApplication.currentScene);
MergeAction.inMergePhase = false;
ObjectDictionaries.Clear();
//checkout "their" version
GetTheirVersionOf(EditorApplication.currentScene);
AssetDatabase.Refresh();
//find all of "our" objects
var ourObjects = GetAllSceneObjects();
ObjectDictionaries.SetAsOurObjects(ourObjects);
//add "their" objects
EditorApplication.OpenSceneAdditive(theirFilename);
//delete scene file
AssetDatabase.DeleteAsset(theirFilename);
//find all of "their" objects
var addedObjects = GetAllNewSceneObjects(ourObjects);
ObjectDictionaries.SetAsTheirObjects(addedObjects);
//create list of differences that have to be merged
BuildAllMergeActions(ourObjects, addedObjects);
if(allMergeActions.Count == 0)
{
window.ShowNotification(new GUIContent("No conflict found for this scene."));
return false;
}
MergeAction.inMergePhase = true;
return true;
}
private static List<GameObject> GetAllSceneObjects()
{
var objects = (GameObject[])Object.FindObjectsOfType(typeof(GameObject));
return new List<GameObject>(objects);
}
/// <summary>
/// Finds all GameObjects in the scene, minus the ones passed.
/// </summary>
private static List<GameObject> GetAllNewSceneObjects(List<GameObject> oldObjects)
{
var all = GetAllSceneObjects();
var old = oldObjects;
foreach(var obj in old)
{
all.Remove(obj);
}
return all;
}
/// <summary>
/// Completes the merge process after solving all conflicts.
/// Cleans up the scene by deleting "their" GameObjects, clears merge related data structures,
/// executes git add scene_name.
/// </summary>
public override void CompleteMerge()
{
MergeAction.inMergePhase = false;
ObjectDictionaries.DestroyTheirObjects();
ObjectDictionaries.Clear();
EditorApplication.SaveScene();
allMergeActions = null;
//Mark as merged for git
vcs.MarkAsMerged(fileName);
//directly committing here might not be that smart, since there might be more conflicts
window.ShowNotification(new GUIContent("Scene successfully merged."));
}
/// <summary>
/// Aborts merge by using "our" version in all conflicts.
/// Cleans up merge related data.
/// </summary>
public override void AbortMerge()
{
base.AbortMerge();
//Save scene
EditorApplication.SaveScene();
}
}
}

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using UnityEngine;
using System.Collections.Generic;
namespace GitMerge
{
/// <summary>
/// Dictionaries that categorize the scene's objects into our objects, their objects, and temporary
/// copies of their objects that have been instantiated while merging.
/// </summary>
public static class ObjectDictionaries
{
//This dict holds all of "our" objects
//Needed for Reference handling
//<fileID, Object>
private static Dictionary<int, Object> ourObjects = new Dictionary<int, Object>();
//This dict maps our instances of their objects
//Whenever we instantiate a copy of "their" new object, they're both added here
private static Dictionary<Object, Object> ourInstances = new Dictionary<Object, Object>();
//This dict holds all of "their" GameObjects
//Needed for scene cleaning after merge
//<GameObject, originallyActive>
private static Dictionary<GameObject, bool> theirObjects = new Dictionary<GameObject, bool>();
//This dict holds all GameObjects that might or might not exist,
//depending on the current merge state. The referenced objects are the versions that will definitely exist throughout the merge.
//Also maps the MergeActions responsible for their existence to them.
private static Dictionary<GameObject, MergeActionExistence> schroedingersObjects = new Dictionary<GameObject, MergeActionExistence>();
public static void SetAsOurObjects(List<GameObject> objects)
{
foreach(var obj in objects)
{
SetAsOurObject(obj);
}
}
public static void SetAsTheirObjects(List<GameObject> objects)
{
foreach(var obj in objects)
{
SetAsTheirs(obj, false);
}
}
public static void SetAsOurObject(GameObject go)
{
AddOurObject(go);
foreach(var c in go.GetComponents<Component>())
{
AddOurObject(c);
}
}
public static void SetAsOurObject(Component c)
{
AddOurObject(c);
}
private static void AddOurObject(Object o)
{
if(o == null)
return;
ourObjects.Add(ObjectIDFinder.GetIdentifierFor(o), o);
}
public static void RemoveOurObject(GameObject go)
{
foreach(var c in go.GetComponents<Component>())
{
RemoveOurSingleObject(c);
}
RemoveOurSingleObject(go);
}
public static void RemoveOurObject(Component c)
{
RemoveOurSingleObject(c);
}
private static void RemoveOurSingleObject(Object o)
{
if(o == null)
return;
ourObjects.Remove(ObjectIDFinder.GetIdentifierFor(o));
}
public static Object GetOurObject(int id)
{
Object result = null;
ourObjects.TryGetValue(id, out result);
return result;
}
/// <summary>
/// Returns:
/// * the given object if it is "ours"
/// * "our" counterpart of obj if it is "theirs"
/// * null if the object is deleted for some reason
/// The returned object can be an instance of "their" object temporarily added for the merge
/// </summary>
/// <param name="obj">the original object</param>
/// <returns>the counterpart of the object in "our" version</returns>
public static Object GetOurCounterpartFor(Object obj)
{
var result = obj;
if(IsTheirs(obj))
{
result = GetOurObject(ObjectIDFinder.GetIdentifierFor(obj));
if(!result)
{
result = GetOurInstanceOfCopy(obj);
}
}
return result;
}
public static void Clear()
{
ourObjects.Clear();
theirObjects.Clear();
ourInstances.Clear();
schroedingersObjects.Clear();
}
/// <summary>
/// Mark o as an instance of theirs
/// </summary>
public static void SetAsCopy(GameObject o, GameObject theirs)
{
ourInstances.Add(theirs, o);
var instanceComponents = o.GetComponents<Component>();
var theirComponents = theirs.GetComponents<Component>();
for(int i = 0; i < instanceComponents.Length; ++i)
{
SetAsCopy(instanceComponents[i], theirComponents[i]);
}
}
public static void SetAsCopy(Component c, Component theirs)
{
if(c == null)
return;
ourInstances.Add(theirs, c);
}
public static void RemoveCopyOf(GameObject theirs)
{
ourInstances.Remove(theirs);
foreach(var c in theirs.GetComponents<Component>())
{
if(c != null)
{
ourInstances.Remove(c);
}
}
}
public static void RemoveCopyOf(Component theirs)
{
ourInstances.Remove(theirs);
}
/// <summary>
/// Returns:
/// * the given object if it is "ours"
/// * "our" instance of obj if it is "theirs"
/// * null if there is no such instance
/// </summary>
/// <param name="obj">the original object</param>
/// <returns>the instance of the original object</returns>
public static Object GetOurInstanceOfCopy(Object obj)
{
var result = obj;
if(IsTheirs(obj))
{
ourInstances.TryGetValue(obj, out result);
}
return result;
}
private static bool IsTheirs(Object obj)
{
var go = obj as GameObject;
if(go)
{
return theirObjects.ContainsKey(go);
}
var c = obj as Component;
if(c)
{
return theirObjects.ContainsKey(c.gameObject);
}
return false;
}
public static void SetAsTheirs(GameObject go, bool active)
{
if(!theirObjects.ContainsKey(go))
{
theirObjects.Add(go, go.activeSelf);
}
go.SetActiveForMerging(false);
}
/// <summary>
/// Copy an object that has been disabled and hidden for merging into the scene,
/// enable and unhide the copy.
/// </summary>
/// <param name="go">The original GameObject.</param>
/// <returns>The copy GameObject.</returns>
public static GameObject InstantiateFromMerging(GameObject go)
{
var copy = GameObject.Instantiate(go) as GameObject;
//Destroy children
foreach(Transform t in copy.GetComponent<Transform>())
{
Object.DestroyImmediate(t.gameObject);
}
bool wasActive;
if(!theirObjects.TryGetValue(go, out wasActive))
{
wasActive = go.activeSelf;
}
//Apply some special properties of the GameObject
copy.SetActive(wasActive);
copy.hideFlags = HideFlags.None;
copy.name = go.name;
copy.GetComponent<Transform>().parent = GetOurCounterpartFor(go.GetComponent<Transform>().parent) as Transform;
return copy;
}
public static void DestroyTheirObjects()
{
foreach(var obj in theirObjects.Keys)
{
Object.DestroyImmediate(obj);
}
theirObjects.Clear();
}
public static void AddToSchroedingersObjects(GameObject go, MergeActionExistence mergeAction)
{
schroedingersObjects.Add(go, mergeAction);
}
public static void EnsureExistence(GameObject go)
{
schroedingersObjects[go].EnsureExistence();
}
}
}

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MonoImporter:
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defaultReferences: []
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using UnityEngine;
namespace GitMerge
{
public static class ObjectExtensions
{
/// <summary>
/// Get a fine, readable type string. Doesn't really need to be a Component extension method.
/// Example: UnityEngine.BoxCollider => BoxCollider
/// </summary>
/// <param name="o">The object whose type we want to display</param>
/// <returns>The well readable type string</returns>
public static string GetPlainType(this object o)
{
var s = o.GetType().ToString();
var i = s.LastIndexOf('.');
if(i >= 0)
{
s = s.Substring(i + 1);
}
return s;
}
}
}

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fileFormatVersion: 2
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MonoImporter:
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:

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using UnityEngine;
using UnityEditor;
using System.Reflection;
namespace GitMerge
{
public static class ObjectIDFinder
{
//soooo hacky
//credits to thelackey3326
//http://forum.unity3d.com/threads/how-to-get-the-local-identifier-in-file-for-scene-objects.265686/
public static int GetIdentifierFor(Object o)
{
if(o == null)
{
return -1;
}
var inspectorModeInfo = typeof(SerializedObject).GetProperty("inspectorMode", BindingFlags.NonPublic | BindingFlags.Instance);
SerializedObject serializedObject = new SerializedObject(o);
inspectorModeInfo.SetValue(serializedObject, InspectorMode.Debug, null);
SerializedProperty localIdProp =
serializedObject.FindProperty("m_LocalIdentfierInFile"); //note the misspelling!
return localIdProp.intValue;
}
}
}

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fileFormatVersion: 2
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MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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using UnityEngine;
namespace GitMerge
{
public class Resources : ScriptableObject
{
public static Resources styles { private set; get; }
private static Texture2D _logo;
public static Texture2D logo
{
get
{
if(!_logo)
{
_logo = UnityEngine.Resources.Load<Texture2D>("GitMergeLogo");
}
return _logo;
}
}
public void OnEnable()
{
styles = UnityEngine.Resources.Load<Resources>("GitMergeStyles");
}
public GUIStyle mergeActions;
public GUIStyle mergeAction;
public static void DrawLogo()
{
GUI.DrawTexture(new Rect(5, 5, logo.width, logo.height), logo);
GUILayout.Space(logo.height + 15);
}
}
}

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MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

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fileFormatVersion: 2
guid: 718f5b21123c36448b66c0e2ec52031c
folderAsset: yes
DefaultImporter:
userData:

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@ -0,0 +1,46 @@
fileFormatVersion: 2
guid: be9ca0515e031fb4c86b12a6b9ba2410
TextureImporter:
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 0
linearTexture: 1
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 1024
textureSettings:
filterMode: -1
aniso: 1
mipBias: -1
wrapMode: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 1
textureType: 2
buildTargetSettings: []
spriteSheet:
sprites: []
spritePackingTag:
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fileFormatVersion: 2
guid: e18ddd74b76685d46a46ca56a3f6380f
TextureImporter:
serializedVersion: 2
mipmaps:
mipMapMode: 0
enableMipMap: 0
linearTexture: 1
correctGamma: 0
fadeOut: 0
borderMipMap: 0
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: .25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 0
seamlessCubemap: 0
textureFormat: -1
maxTextureSize: 1024
textureSettings:
filterMode: -1
aniso: 1
mipBias: -1
wrapMode: 1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: .5, y: .5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaIsTransparency: 1
textureType: 2
buildTargetSettings: []
spriteSheet:
sprites: []
spritePackingTag:
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fileFormatVersion: 2
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NativeFormatImporter:
userData:

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Git Logo by Jason Long [used in GitMergeLogo.psd] is licensed under the Creative Commons Attribution 3.0 Unported License.

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fileFormatVersion: 2
guid: fcbbf2375e3889c4398c97d289eab2ac
TextScriptImporter:
userData:

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using UnityEngine;
using UnityEditor;
namespace GitMerge
{
public static class SerializedPropertyExtensions
{
public static object GetValue(this SerializedProperty p, bool forComparison = false)
{
switch(p.propertyType)
{
case SerializedPropertyType.AnimationCurve:
return p.animationCurveValue;
case SerializedPropertyType.ArraySize:
return p.intValue;
case SerializedPropertyType.Boolean:
return p.boolValue;
case SerializedPropertyType.Bounds:
return p.boundsValue;
case SerializedPropertyType.Character:
return p.stringValue; //TODO: might be bullshit
case SerializedPropertyType.Color:
return p.colorValue;
case SerializedPropertyType.Enum:
return p.enumValueIndex;
case SerializedPropertyType.Float:
return p.floatValue;
case SerializedPropertyType.Generic: //(arrays)
if(p.isArray)
{
var arr = new object[p.arraySize];
for(int i = 0; i < arr.Length; ++i)
{
arr[i] = p.GetArrayElementAtIndex(i).GetValue();
}
return arr;
}
else
{
return null;
}
case SerializedPropertyType.Gradient:
return 0; //TODO: erm
case SerializedPropertyType.Integer:
return p.intValue;
case SerializedPropertyType.LayerMask:
return p.intValue;
case SerializedPropertyType.ObjectReference:
if(forComparison)
{
return ObjectIDFinder.GetIdentifierFor(p.objectReferenceValue);
}
else
{
return p.objectReferenceValue;
}
case SerializedPropertyType.Quaternion:
return p.quaternionValue;
case SerializedPropertyType.Rect:
return p.rectValue;
case SerializedPropertyType.String:
return p.stringValue;
case SerializedPropertyType.Vector2:
return p.vector2Value;
case SerializedPropertyType.Vector3:
return p.vector3Value;
case SerializedPropertyType.Vector4:
return p.vector4Value;
default:
return 0;
}
}
public static void SetValue(this SerializedProperty p, object value)
{
switch(p.propertyType)
{
case SerializedPropertyType.AnimationCurve:
p.animationCurveValue = value as AnimationCurve;
break;
case SerializedPropertyType.ArraySize:
//TODO: erm
p.intValue = (int)value;
break;
case SerializedPropertyType.Boolean:
p.boolValue = (bool)value;
break;
case SerializedPropertyType.Bounds:
p.boundsValue = (Bounds)value;
break;
case SerializedPropertyType.Character:
p.stringValue = (string)value; //TODO: might be bullshit
break;
case SerializedPropertyType.Color:
p.colorValue = (Color)value;
break;
case SerializedPropertyType.Enum:
p.enumValueIndex = (int)value;
break;
case SerializedPropertyType.Float:
p.floatValue = (float)value;
break;
case SerializedPropertyType.Generic: //(arrays)
if(p.isArray)
{
//var size = p.arraySize;
//var resetPath = p.propertyPath;
var values = (object[])value;
/*
for(int i = 0; i < p.arraySize; ++i)
{
Debug.Log(i + ": " + p.GetArrayElementAtIndex(i).GetValue());
}
*/
p.ClearArray();
for(int i = 0; i < values.Length; ++i)
{
p.InsertArrayElementAtIndex(i);
//Debug.Log(i + ": " + pv.GetArrayElementAtIndex(i).GetValue());
p.GetArrayElementAtIndex(i).SetValue(values[i]);
}
//p.FindPropertyRelative(resetPath);
}
else
{
//p.stringValue = (string)value;
}
break;
case SerializedPropertyType.Gradient:
//TODO: erm
break;
case SerializedPropertyType.Integer:
p.intValue = (int)value;
break;
case SerializedPropertyType.LayerMask:
p.intValue = (int)value;
break;
case SerializedPropertyType.ObjectReference:
p.objectReferenceValue = value as Object; //TODO: what about non-UnityEngine objects?
break;
case SerializedPropertyType.Quaternion:
p.quaternionValue = (Quaternion)value;
break;
case SerializedPropertyType.Rect:
p.rectValue = (Rect)value;
break;
case SerializedPropertyType.String:
p.stringValue = (string)value;
break;
case SerializedPropertyType.Vector2:
p.vector2Value = (Vector2)value;
break;
case SerializedPropertyType.Vector3:
p.vector3Value = (Vector3)value;
break;
case SerializedPropertyType.Vector4:
p.vector4Value = (Vector4)value;
break;
default:
break;
}
}
public static string GetPlainName(this SerializedProperty p)
{
var s = p.name;
var i = s.IndexOf('_');
if(i >= 0)
{
s = s.Substring(i + 1);
}
return s;
}
public static bool IsRealArray(this SerializedProperty p)
{
return p.propertyType == SerializedPropertyType.Generic && p.isArray;
}
}
}

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fileFormatVersion: 2
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using UnityEditor;
using System.Diagnostics;
using System.ComponentModel;
namespace GitMerge
{
/// <summary>
/// This abstract class represents a vcs interface.
/// It manages saving and retrieving the exe path from/to the EditorPrefs
/// and offers a small set of actions using the vcs.
/// </summary>
public abstract class VCS
{
protected abstract string GetDefaultPath();
protected abstract string EditorPrefsKey();
//The two important methods
public abstract void GetTheirs(string path);
public abstract void MarkAsMerged(string path);
//This one's for experimental three-way merging
public abstract void GetBase(string path);
public string exe()
{
if(EditorPrefs.HasKey(EditorPrefsKey()))
{
return EditorPrefs.GetString(EditorPrefsKey());
}
return GetDefaultPath();
}
public void SetPath(string path)
{
EditorPrefs.SetString(EditorPrefsKey(), path);
}
/// <summary>
/// Executes the VCS as a subprocess.
/// </summary>
/// <param name="args">The parameters passed. Like "status" for "git status"</param>
/// <returns>Whatever the call returns.</returns>
protected string Execute(string args)
{
var process = new Process();
var startInfo = new ProcessStartInfo();
startInfo.WindowStyle = ProcessWindowStyle.Hidden;
startInfo.FileName = exe();
startInfo.Arguments = args;
startInfo.UseShellExecute = false;
startInfo.RedirectStandardOutput = true;
startInfo.CreateNoWindow = true;
process.StartInfo = startInfo;
try
{
process.Start();
}
catch(Win32Exception)
{
throw new VCSException();
}
string output = process.StandardOutput.ReadToEnd();
process.WaitForExit();
return output;
}
}
}

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namespace GitMerge
{
public class VCSException : System.Exception
{
public VCSException(string message = "Could not find the VCS executable. Please enter the path to your VCS in the settings.") : base(message)
{
}
}
}

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using UnityEngine;
using System.Text.RegularExpressions;
namespace GitMerge
{
public class VCSGit : VCS
{
protected override string GetDefaultPath()
{
if(Application.platform == RuntimePlatform.WindowsEditor)
{
return @"C:\Program Files (x86)\Git\bin\git.exe";
}
return @"/usr/bin/git";
}
protected override string EditorPrefsKey()
{
return "GitMerge_git";
}
public override void GetTheirs(string path)
{
Execute("checkout --theirs \"" + path + "\"");
}
public override void MarkAsMerged(string path)
{
Execute("add \"" + path + "\"");
}
public override void GetBase(string path)
{
var head = GetCommitID(Execute("show head"));
var mergeHead = GetCommitID(Execute("show merge_head"));
var mergeBase = Execute("merge-base "+head+" "+mergeHead);
Execute("checkout " + mergeBase + " \"" + path + "\"");
}
/// <summary>
/// Filters the commit id from the string printed by "git show object"
/// </summary>
/// <param name="showResult">The result of a "git show object" call</param>
/// <returns>The commit id of the object shown.</returns>
private string GetCommitID(string showResult)
{
var pattern = @"(?<=(commit ))[\dabcdef]+\b";
var match = Regex.Match(showResult, pattern);
if(!match.Success)
{
throw new VCSException("Could not find commit ID.");
}
return match.Value;
}
}
}

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc., <http://fsf.org/>
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
this License.
7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
{description}
Copyright (C) {year} {fullname}
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
{signature of Ty Coon}, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

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GitMerge-for-Unity
==================
A Unity plugin which allows you to merge scene and prefab files when using git.
More information: http://flashg.github.io/GitMerge-for-Unity/
### This tool does not work with Unity 5...
...and it will not do so until a small change in scene serialization will be reverted in Unity.
Please vote for this here: http://feedback.unity3d.com/suggestions/re-add-local-identifiers-in-scene-file-for-prefab-instances
## Current state of the project
You can merge both scenes and prefabs.
Working with the scene hierarchy is currently being improved.
There are still a few bugs to work on. If the tool messes up something, remember to git reset --hard :wink:

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