Unity How to use Editor Script to remove StateMachineBehaviour - unity3d

I have a problem use editor script to remove a statemachinebehaviour,like this:
I use AnimatorState.AddStateMachineBehaviour add the behaviour
The Documentation said use Object.Destroy,I use this api,but it appears:
I want to know how to use Editor Script to implement the function as "remove"
thanks for any idea!!!

In order to remove the state machine behaviour you have to grab the state machine behaviour array, remove the behaviour that you're after, and then reassign the array.
Something along these lines should do it:
using UnityEditor;
using UnityEditor.Animations;
//how you invoke this is up to you
[MenuItem("CONTEXT/StateMachineBehaviour/Remove Test")]
public static void RemoveBehaviour(MenuCommand command)
{
Object selection = Selection.activeObject;
AnimatorState state = selection as AnimatorState;
if(state != null)
{
StateMachineBehaviour behaviour = command.context as StateMachineBehaviour;
StateMachineBehaviour[] theBehaviours = state.behaviours;
ArrayUtility.Remove(ref theBehaviours, behaviour);
Undo.RegisterCompleteObjectUndo(state, "Removed behaviour");
Undo.DestroyObjectImmediate(behaviour);
state.behaviours = theBehaviours;
}
}
This will remove the behaviour using the state machine dropdown menu, with added undo and redo support, an optional bonus.
Depending on how you want to handle the remove, this approach will change but in terms of removing the behaviour, this should be what you're after.
Also, for animator state machines the approach is exactly the same, you just cast the selection object to an AnimatorStateMachine instead.
Hopefully this helps.

Related

Assign UIElements button.clickable, using Visual Scripting Graph

I am trying to use Unity3D's UIToolkit with Visual Scripting Graph...
Typically, I can Query for the proper element, and then add the necessary function to the callback... However, as I am new to Visual Scripting, I am not sure how to get to this point. I've got the 'clickable' object of the button isolated, but I'm not sure how to assign the follow-up execution in the graph.
Usually in the code, I would do something like
clickable.clicked += ExampleFunction();
What I am messing up in the graph, is how to access the '.clicked' part. I can get the proper button element, and I can isolate it's clickable property, but I can't figure out how to assign some kind of functionality to react to the button getting clicked.
I could use a custom node to make this work, but I am looking for a way to do this with built-in nodes, if possible.
Alright... I had to write a custom node, but I figured this out. Here is the graph for the solution.
You have to grab the UIDocument from whichever GameObject it is attached to... You then need to get the Root Visual Element, do NOT clone or instantiate it. You then need to Query for the desired button, using the name you gave it in the UI Builder. It is easier if you use the U Query Extensions nodes... After that, I just made a custom node to subscribe the functionality. I am not familiar of any nodes that do this.
Here is the 'Subscribe Start Result' node code:
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
public class SubscribeStartResult : Unit
{
[DoNotSerialize]
[PortLabelHidden]
public ControlInput inputTrigger;
[DoNotSerialize]
[PortLabelHidden]
public ValueInput element;
protected override void Definition()
{
element = ValueInput<Button>("element");
inputTrigger = ControlInput("inputTrigger", (flow) =>
{
flow.GetValue<Button>(element).clicked += () =>
{
Debug.Log("Button clicked");
};
return null;
});
}
}
With this setup, clicking the 'Start Button' in play-mode will log "Button clicked" in the Console.
The 'return null;' line is an artifact of the lambda. It is required to continue the control flow in the event this node has a follow-up... Otherwise, this combination of nodes and code allow you to assign callbacks for the UI Builder elements, using the Visual Scripting Graph.

VsCode Extension custom CompletionItem disables built-in Intellisense

I am working on a VsCode extension in that I want to provide custom snippets for code completion.
I know about the option of using snippet json files directly, however those have the limitation of not being able to utilize the CompletionItemKind property that determines the icon next to the completion suggestion in the pop-up.
My issue:
If I implement a simple CompletionItemProvider like this:
context.subscriptions.push(
vscode.languages.registerCompletionItemProvider(
{scheme:"file",language:"MyLang"},
{
provideCompletionItems(document: vscode.TextDocument, position: vscode.Position) {
let item = new vscode.CompletionItem('test');
item.documentation = 'my test function';
item.kind = vscode.CompletionItemKind.Function;
return [item];
}
}
)
)
then the original VsCode IntelliSense text suggestions are not shown anymore, only my own. Should I just return a kind of an empty response, like
provideCompletionItems(document: vscode.TextDocument, position: vscode.Position) {
return [null|[]|undefined];
}
the suggestions appear again as they should. It seems to me that instead of merging the results of the built-in IntelliSense and my own provider, the built-in ones get simply overridden.
Question:
How can I keep the built-in IntelliSense suggestions while applying my own CompletionItems?
VsCode Version: v1.68.1 Ubuntu
I seem to have found the answer for my problem, so I will answer my question.
Multiple providers can be registered for a language. In that case providers are sorted
by their {#link languages.match score} and groups of equal score are sequentially asked for
completion items. The process stops when one or many providers of a group return a
result.
My provider seems to provide results that are just higher scored than those of IntelliSense.
Since I didn't provide any trigger characters, my CompletionItems were comteping directly with the words found by the built-in system by every single pressed key and won.My solution is to simply parse and register the words in my TextDocument myself and extend my provider results by them. I could probably just as well create and register a new CompletionItemProvider for them if I wanted to, however I decided to have a different structure for my project.

Access the TM Pro InputField text in Unity

I've been working on this solidly for hours and can't seem to get anywhere, so your help will be much appreciated.
I have created a few TextMeshPro UI InputFields in Unity and can't seem to access the text after a user has inputted something. I can do it when it's a normal InputField but not with the TM Pro version. I've created a Serializefield of type TMP_InputField which I have hooked up in the inspector (also including using TMPro namespace).
Could somebody please outline the steps required to get the text into a variable because I am stumped! The script is currently sitting on a different GameObject. I have an array of type TMP_InputField called theFields and when I debug theFields[0].name that seems to work fine (using FindObjectsOfType<>) but when I try to just access a specificField.text it throws a null reference objection when trying to edit the field during the game. Any tutorials/support would be very welcome!
Did you try with UnityEvents fields on the Inspector of TMP_InputField?
I make a simple script and it combines with TMP_InputField
using UnityEngine;
public class InputfieldListener : MonoBehaviour
{
public void OnChangedInputField(string input)
{
Debug.Log("[OnChangedInputField] " + input);
}
public void OnEndedInputField(string input)
{
Debug.Log("[OnEndedInputField] " + input);
}
public void OnSelectedInputField(string input)
{
Debug.Log("[OnSelectedInputField] " + input);
}
public void OnDeslectedInputField(string input)
{
Debug.Log("[OnDeslectedInputField] " + input);
}
}
Then you can find the log of each event.
FYI, the creator has a youtube channel and there is a related video tutorial.
using TMPro;
public TMP_InputField TMP_IF;
TMP_IF.interactable = true;
TMP_IF.text = "whatever you want";
For those interested in year 2020 :)
Seems that property interactable is instantly disabled, solution was to enable it so it text could be updated...
I just code it up and then in the editor drag the TMP_InputField object into the corresponding slots in the script.
So, code-wise, I would have script like Milorad Zivanovic shows.
If you want multiple ones you might have:
public TMP_InputField [] myInputs;
In the editor (as described above in my first sentence) you just hit the plus button and drag them in. Or just highlight them all and drag in all at once. If you lock your object in the editor to do this (little lock icon up top right) don't forget to unlock it.
To access in your code you either loop or use an index. Like to get the first one you would do this:
{//... in some method
myInputs[0].text = "something";
}
PS: I did not have to explicitly set the interactable field.
PPS: The answer that HyoJin KIM gave is great and best if you like using Unity's Event. I just gave this answer so you'd have an additional way of doing it that might match your original attempt(s).
Be aware that if you do choose this latter approach it is very easy to make the mistake of choosing the static version of the same method (they are listed twice!) Many times I make this mistake. Choose the top one (non-static, aka Dynamic) for most cases!

CQ5 / AEM5.6 Workflow: Access workflow instance properties from inside OR Split

TL;DR version:
In CQ workflows, is there a difference between what's available to the OR Split compared to the Process Step?
Is it possible to access the /history/ nodes of a workflow instance from within an OR Split?
How?!
The whole story:
I'm working on a workflow in CQ5 / AEM5.6.
In this workflow I have a custom dialog, which stores a couple of properties on the workflow instance.
The path to the property I'm having trouble with is: /workflow/instances/[this instance]/history/[workItem id]/workItem/metaData and I've called the property "reject-or-approve".
The dialog sets the property fine (via a dropdown that lets you set it to "reject" or "approve"), and I can access other properties on this node via a process step (in ecma script) using:
var actionReason;
var history = workflowSession.getHistory(workItem.getWorkflow());
// loop backwards through workItems
// and as soon as we find a Action Reason that is not empty
// store that as 'actionReason' and break.
for (var index = history.size() - 1; index >= 0; index--) {
var previous = history.get(index);
var tempActionReason = previous.getWorkItem().getMetaDataMap().get('action-message');
if ((tempActionReason != '')&&(tempActionReason != null)) {
actionReason = tempActionReason;
break;
}
}
The process step is not the problem though. Where I'm having trouble is when I try to do the same thing from inside an OR Split.
When I try the same workflowSession.getHistory(workItem.getWorkflow()) in an OR Split, it throws an error saying workItem is not defined.
I've tried storing this property on the payload instead (i.e. storing it under the page's jcr:content), and in that case the property does seem to be available to the OR Split, but my problems with that are:
This reject-or-approve property is only relevant to the current workflow instance, so storing it on the page's jcr:content doesn't really make sense. jcr:content properties will persist after the workflow is closed, and will be accessible to future workflow instances. I could work around this (i.e. don't let workflows do anything based on the property unless I'm sure this instance has written to the property already), but this doesn't feel right and is probably error-prone.
For some reason, when running through the custom dialog in my workflow, only the Admin user group seems to be able to write to the jcr:content property. When I use the dialog as any other user group (which I need to do for this workflow design), the dialog looks as though it's working, but never actually writes to the jcr:content property.
So for a couple of different reasons I'd rather keep this property local to the workflow instance instead of storing it on the page's jcr:content -- however, if anyone can think of a reason why my dialog isn't setting the property on the jcr:content when I use any group other than admin, that would give me a workaround even if it's not exactly the solution I'm looking for.
Thanks in advance if anyone can help! I know this is kind of obscure, but I've been stuck on it for ages.
a couple of days ago i ran into the same issue. The issue here is that you don't have the workItem object, because you don't really have an existing workItem. Imagine the following: you are going through the workflow, you got a couple of workItems, with means, either process step, either inbox item. When you are in an or split, you don't have existing workItems, you can ensure by visiting the /workItems node of the workflow instance. Your workaround seems to be the only way to go through this "issue".
I've solved it. It's not all that elegant looking, but it seems to be a pretty solid solution.
Here's some background:
Dialogs seem to reliably let you store properties either on:
the payload's jcr:content node (which wasn't practical for me, because the payload is locked during the workflow, and doesn't let non-admins write to its jcr:content)
the workItem/metaData for the current workflow step
However, Split steps don't have access to workItem. I found a fairly un-helpful confirmation of that here: http://blogs.adobe.com/dmcmahon/2013/03/26/cq5-failure-running-script-etcworkflowscriptscaworkitem-ecma-referenceerror-workitem-is-not-defined/
So basically the issue was, the Dialog step could store the property, but the OR Split couldn't access it.
My workaround was to add a Process step straight after the Dialog in my workflow. Process steps do have access to workItem, so they can read the property set by the Dialog. I never particularly wanted to store this data on the payload's jcr:content, so I looked for another location. It turns out the workflow metaData (at the top level of the workflow instance node, rather than workItem/metaData, which is inside the /history sub-node) is accessible to both the Process step and the OR Split. So, my Process step now reads the workItem's approveReject property (set by the Dialog), and then writes it to the workflow's metaData node. Then, the OR Split reads the property from its new location, and does its magic.
The way you access the workflow metaData from the Process step and the OR Split is not consistent, but you can get there from both.
Here's some code: (complete with comments. You're welcome)
In the dialog where you choose to approve or reject, the name of the field is set to rejectApprove. There's no ./ or anything before it. This tells it to store the property on the workItem/metaData node for the current workflow step under /history/.
Straight after the dialog, a Process step runs this:
var rejectApprove;
var history = workflowSession.getHistory(workItem.getWorkflow());
// loop backwards through workItems
// and as soon as we find a rejectApprove that is not empty
// store that as 'rejectApprove' and break.
for (var index = history.size() - 1; index >= 0; index--) {
var previous = history.get(index);
var tempRejectApprove = previous.getWorkItem().getMetaDataMap().get('rejectApprove');
if ((tempRejectApprove != '')&&(tempRejectApprove != null)) {
rejectApprove = tempRejectApprove;
break;
}
}
// steps up from the workflow step into the workflow metaData,
// and stores the rejectApprove property there
// (where it can be accessed by an OR Split)
workItem.getWorkflowData().getMetaData().put('rejectApprove', rejectApprove);
Then after the Process step, the OR Split has the following in its tabs:
function check() {
var match = 'approve';
if (workflowData.getMetaData().get('rejectApprove') == match) {
return true;
} else {
return false;
}
}
Note: use this for the tab for the "approve" path, then copy it and replace var match = 'approve' with var match = 'reject'
So the key here is that from a Process step:
workItem.getWorkflowData().getMetaData().put('rejectApprove', rejectApprove);
writes to the same property that:
workflowData.getMetaData().get('rejectApprove') reads from when you execute it in an OR Split.
To suit our business requirements, there's more to the workflow I've implemented than just this, but the method above seems to be a pretty reliable way to get values that are entered in a dialog, and access them from within an OR Split.
It seems pretty silly that the OR Split can't access the workItem directly, and I'd be interested to know if there's a less roundabout way of doing this, but for now this has solved my problem.
I really hope someone else has this same problem, and finds this useful, because it took me waaay to long to figure out, to only apply it once!

Suppress Errors in JavaScript validation

I'm currently developing an eclipse plugin. This plugin contains a project nature which depends on the javaScript nature of jsdt.
Now at a few details the JavaScripts that the projects of my nature can contain are somewhat special.
They can contain "compiler hints" which are basicly statements beginning with #
They can contain return statements outside of functions
But at this two points the standard validation of jsdt come in and marks them as errors (which is normally right). I already managed to get this errors filtered out in the properties of the JavaScript validator (manually).
My question is, how can i exclude these errors from the validation of jsdt automatically for the projects with my nature?
JSDT uses concrete syntax parser which generates syntax errors.
You can't disable this. Only semantics error or warnings can be configured.
However you can disable entire validation of JSDT.
Below solution will suppress errors ands warnings which are generated while we save some changes on java script files. (Auto Build, Build)
Open Properties Dialog of Your Project.
Choose Builders item.
Uncheck "JavaScript Validator". And Press OK button.
Remove current errors and warnings from Problems View
This solution can't eliminate error or warning annotations in editor while you edit. They will show up on editor temporarily only when you edit it.
After a lot of research, hours of deleting markers and debugging i finally managed to delete the errors i wanted. In a bad bad way of course but i've come to a point where i just wanted this to work no matter how it's done.
If you ever want to delete existing problems that had been created during the validation process of jsdt you need to do the following (and you must not ommit anything):
Create a class extending org.eclipse.wst.jsdt.core.compiler.ValidationParticipant
Override isActive(), buildStarting() and reconcile() methods.
So there are two things you basicly have to care about.
The actual problem markers that will be created or had already been created at the end of the validation process.
The Problems created by the validation process. They are of the type CategorizedProblem and can be obtained by the ReconcileContext object that is passed to the reconcile() method.
It seems to me that the CategorizedProblems will be translated to problem markers after the validation process.
So what you need to do is:
Delete all unwanted problem markers of all files in buildStarting (this removes problem markers from all files in your project that are about to be validated)
Iterate the CategorizedProblem objects of the ReconcileContext (getProblems())
Create a new Array containing only the CategorizedProblems you want to keep
Set this new Array to the ReconcileContext with putProblems()
Delete the unwanted markers again for that file (i don't know why this is needed, please don't ask, i don't care anymore :-/)
An example implementation of such a validationParticipant could look like this: (this one will filter out problems complaining about return statements outside of methods:
[...ommited imports ...]
public class MyValidationParticipant extends org.eclipse.wst.jsdt.core.compiler.ValidationParticipant{
#Override
public boolean isActive(IJavaScriptProject project) {
return true;
}
#Override
public void buildStarting(BuildContext[] files, boolean isBatch) {
super.buildStarting(files, isBatch);
for(BuildContext context : files){
IFile file = context.getFile();
deleteUnwantedMarkers(file);
}
}
#Override
public void reconcile(ReconcileContext context) {
IResource resource = context.getWorkingCopy().getResource();
CategorizedProblem[] newProblems = new CategorizedProblem[0];
ArrayList<CategorizedProblem> newProblemList = new ArrayList<CategorizedProblem>();
CategorizedProblem[] probs = context.getProblems("org.eclipse.wst.jsdt.core.problem");
if(probs != null){
for(CategorizedProblem p : probs){
if(!(p.getMessage().equals("Cannot return from outside a function or method."))){
newProblemList.add(p);
}
}
}
}
context.putProblems("org.eclipse.wst.jsdt.core.problem", newProblemList.toArray(newProblems));
deleteUnwantedMarkers(resource);
}
public static void deleteUnwantedMarkers(IResource resource){
if(resource.isSynchronized(IResource.DEPTH_INFINITE)){
try {
IMarker[] markers = resource.findMarkers(IMarker.PROBLEM, true, IResource.DEPTH_INFINITE);
if(markers != null && markers.length > 0){
for(IMarker m : markers){
Object message = m.getAttribute(IMarker.MESSAGE);
if(message.equals("Cannot return from outside a function or method.")){
m.delete();
}
}
}
}catch (CoreException e) {
e.printStackTrace();
}
}
}
}
As i said, this is kind of a bad solution since the code relies on the String of the error message. There should be better ways to identify the problems you don't want to have.
Don't forget to add a proper extension in your plugin.xml for the ValidationParticipant.