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#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Linq;
[CustomEditor(typeof(PipelineExecutor))]
public class PipelineExecutorEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
PipelineExecutor executor = (PipelineExecutor)target;
EditorGUILayout.Space();
if (GUILayout.Button("Auto-Add All Pipelines"))
{
AutoAddPipelines(executor);
}
}
private void AutoAddPipelines(PipelineExecutor executor)
{
// Find all LinearPipeline components in the current scene
LinearPipeline[] allPipelines = Object.FindObjectsOfType<LinearPipeline>();
// Sort by hierarchy order
System.Array.Sort(allPipelines, (a, b) =>
{
// Get hierarchy paths and compare
string pathA = GetHierarchyPath(a.transform);
string pathB = GetHierarchyPath(b.transform);
return pathA.CompareTo(pathB);
});
LinearPipeline[] existingPipelines = executor.pipelines ?? new LinearPipeline[0];
LinearPipeline[] newPipelines = allPipelines.Where(p => p != null && !existingPipelines.Contains(p)).ToArray();
if (newPipelines.Length > 0)
{
Undo.RecordObject(executor, "Auto-Add Pipelines");
executor.pipelines = existingPipelines.Concat(newPipelines).ToArray();
EditorUtility.SetDirty(executor);
Debug.Log($"[PipelineExecutor] Added {newPipelines.Length} new pipelines. Total: {executor.pipelines.Length}");
}
else
{
Debug.Log("[PipelineExecutor] No new pipelines to add.");
}
}
private string GetHierarchyPath(Transform transform)
{
System.Collections.Generic.List<int> indices = new System.Collections.Generic.List<int>();
Transform current = transform;
while (current != null)
{
indices.Add(current.GetSiblingIndex());
current = current.parent;
}
indices.Reverse();
return string.Join(".", indices.Select(i => i.ToString("D4")));
}
}
#endif
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