Initial Commit

This commit is contained in:
Sebastian Cabrera 2021-08-02 05:44:37 -04:00
parent 53eb92e9af
commit 270ab7d11f
15341 changed files with 700234 additions and 0 deletions

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using System;
using System.Linq;
namespace Unity.Cloud.Collaborate.Utilities
{
static class ExtensionMethods
{
// Credit: https://stackoverflow.com/a/4405876
/// <summary>
/// Take the first letter of the string and capitalise it.
/// </summary>
/// <param name="input">String to work with.</param>
/// <returns>String with first letter capitalised.</returns>
/// <exception cref="ArgumentNullException">If string is null.</exception>
/// <exception cref="ArgumentException">If string is empty.</exception>
public static string FirstCharToUpper(this string input)
{
switch (input)
{
case null: throw new ArgumentNullException(nameof(input));
case "": throw new ArgumentException($"{nameof(input)} cannot be empty", nameof(input));
default: return input.First().ToString().ToUpper() + input.Substring(1);
}
}
}
}

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using System;
using UnityEngine;
using UnityEngine.UIElements;
namespace Unity.Cloud.Collaborate.Utilities
{
static class MenuUtilities
{
/// <summary>
/// Corner of the anchor element the dialogue should anchor to.
/// </summary>
public enum AnchorPoint
{
TopLeft,
TopRight,
BottomLeft,
BottomRight
}
/// <summary>
/// Direction the dialogue should open from its anchor.
/// </summary>
public enum OpenDirection
{
UpLeft,
UpRight,
DownLeft,
DownRight
}
/// <summary>
/// Given an element and an anchor point, calculate the world coords to draw a menu at.
/// </summary>
/// <param name="e">Element to start at.</param>
/// <param name="anchorPoint">Corner of the element to calculate.</param>
/// <returns>World coordinates from the given values.</returns>
public static (float X, float Y) GetMenuPosition(VisualElement e, AnchorPoint anchorPoint)
{
// Calculate position of the start corner.
(float x, float y) anchorCoords;
switch (anchorPoint)
{
case AnchorPoint.TopLeft:
anchorCoords = (e.worldBound.xMin, e.worldBound.yMin);
break;
case AnchorPoint.TopRight:
anchorCoords = (e.worldBound.xMax, e.worldBound.yMin);
break;
case AnchorPoint.BottomLeft:
anchorCoords = (e.worldBound.xMin, e.worldBound.yMax);
break;
case AnchorPoint.BottomRight:
anchorCoords = (e.worldBound.xMax, e.worldBound.yMax);
break;
default:
throw new ArgumentOutOfRangeException(nameof(anchorPoint), anchorPoint, null);
}
return anchorCoords;
}
}
}

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using System;
using UnityEditor.Connect;
namespace Unity.Cloud.Collaborate.Utilities
{
internal static class OpenLinksUtility
{
public static void OpenMembersLink()
{
string url;
var config = UnityConnect.instance.configuration;
switch (config)
{
case "development": url = "https://dev-developer.cloud.unity3d.com/orgs/{0}/projects/{1}/users"; break;
case "staging": url = "https://staging-developer.cloud.unity3d.com/orgs/{0}/projects/{1}/users"; break;
case "production": url = "https://developer.cloud.unity3d.com/orgs/{0}/projects/{1}/users"; break;
default:
UnityEngine.Debug.LogError($"Unexpected connection configuration {config}"); return;
}
// url = url.Replace("%%ORGID%%", UnityConnect.instance.projectInfo.organizationId).Replace("%%UPID%%", UnityConnect.instance.projectInfo.projectGUID);
url = string.Format(url, UnityConnect.instance.projectInfo.organizationId, UnityConnect.instance.projectInfo.projectGUID);
UnityConnect.instance.OpenAuthorizedURLInWebBrowser(url);
}
}
}

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# Unity Collaborate Utility Code
This directory contains utility classes and logic for the package.

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using System;
namespace Unity.Cloud.Collaborate.Utilities
{
static class StringUtility
{
public static string TrimAndToLower(string value)
{
return string.IsNullOrEmpty(value)
? string.Empty
: value.Trim().ToLower();
}
}
}

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using System;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Unity.Cloud.Collaborate.Utilities
{
internal static class Threading
{
/// <summary>
/// Returns true if the current thread is the main thread, false otherwise.
/// </summary>
public static bool IsMainThread => InternalEditorUtility.CurrentThreadIsMainThread();
/// <summary>
/// Ensure that the provided action is executed on the UI/main thread.
/// </summary>
/// <param name="action">Action to perform on the UI/main thread.</param>
public static void EnsureUiThread(Action action)
{
if (IsMainThread)
{
action();
}
else
{
EditorApplication.delayCall += () => action();
}
}
}
}

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using System;
using System.Globalization;
using JetBrains.Annotations;
using Unity.Cloud.Collaborate.Settings;
namespace Unity.Cloud.Collaborate.Utilities
{
/// <summary>
/// Static class that presents methods to provide timestamps for the UI.
/// </summary>
static class TimeStamp
{
/// <summary>
/// Bool to decide whether timestamps should be exact values or relative values.
/// </summary>
public static bool UseRelativeTimeStamps =>
CollabSettingsManager.Get(CollabSettings.settingRelativeTimestamp, fallback: true);
/// <summary>
/// Values to translate a number to a string representation.
/// </summary>
static readonly string[] k_UnitsMap = { "zero", "one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten" };
/// <summary>
/// Get the localized or relative timestamp for the given DateTime based on the current settings.
/// </summary>
/// <param name="dateTime">DateTime to convert.</param>
/// <returns>String representation of the given DateTime.</returns>
[NotNull]
public static string GetTimeStamp(DateTimeOffset dateTime)
{
// ReSharper disable once ConditionIsAlwaysTrueOrFalse
return UseRelativeTimeStamps
? GetElapsedTime(dateTime)
: GetLocalisedTimeStamp(dateTime);
}
/// <summary>
/// Get the localised timestamp for the given DateTime.
/// </summary>
/// <param name="dateTime">DateTime to convert.</param>
/// <returns>Localised string representation of the given DateTime.</returns>
[NotNull]
public static string GetLocalisedTimeStamp(DateTimeOffset dateTime)
{
return dateTime.ToString(CultureInfo.CurrentCulture.DateTimeFormat.FullDateTimePattern);
}
// Original credit: https://codereview.stackexchange.com/questions/93239/get-elapsed-time-as-human-friendly-string
/// <summary>
/// Convert a DateTime into a relative timestamp.
/// </summary>
/// <param name="dateTime">Datetime to calculate the timestamp from.</param>
/// <returns>Relative timestamp for the given DateTime.</returns>
[NotNull]
static string GetElapsedTime(DateTimeOffset dateTime)
{
var offset = DateTimeOffset.Now.Subtract(dateTime);
// The trick: make variable contain date and time representing the desired timespan,
// having +1 in each date component.
var date = DateTimeOffset.MinValue + offset;
return ProcessPeriod(date.Year - 1, date.Month - 1, "year")
?? ProcessPeriod(date.Month - 1, date.Day - 1, "month")
?? ProcessPeriod(date.Day - 1, date.Hour, "day", "Yesterday")
?? ProcessPeriod(date.Hour, date.Minute, "hour")
?? ProcessPeriod(date.Minute, date.Second, "minute")
?? ProcessPeriod(date.Second, 0, "second")
?? "Right now";
}
// Original credit: https://codereview.stackexchange.com/questions/93239/get-elapsed-time-as-human-friendly-string
/// <summary>
/// Output the string representation for the given time frame. If it's not in that time frame, it returns null.
/// </summary>
/// <param name="value">Bigger time value.</param>
/// <param name="subValue">Smaller time value eg: minutes if value is hours.</param>
/// <param name="name">Name of the period.</param>
/// <param name="singularName">Name for period that is singular. Null if it's not singular eg: yesterday.</param>
/// <returns>String representation of the period, or null if it's outside of it.</returns>
[CanBeNull]
static string ProcessPeriod(int value, int subValue, string name, string singularName = null)
{
// If the value is less than this time frame, skip.
if (value == 0)
{
return null;
}
// If a multiple of this time frame eg: 20 minutes.
if (value != 1)
{
// Convert values specified to string numbers.
var stringValue = value <k_UnitsMap.Length ? k_UnitsMap[value] : value.ToString();
return subValue == 0
? $"{stringValue.FirstCharToUpper()} {name}s ago"
: $"About {stringValue} {name}s ago";
}
// Special case for one-off names eg: yesterday.
if (!string.IsNullOrEmpty(singularName))
{
return singularName;
}
// Singular time frame eg: an hour, a minute.
var articleSuffix = name[0] == 'h' ? "n" : string.Empty;
return subValue == 0
? $"A{articleSuffix} {name} ago"
: $"About a{articleSuffix} {name} ago";
}
}
}

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