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EitanElbaz avatar EitanElbaz commented on July 22, 2024

I've also put together an incredibly quick and very rough idea of how this might work.

https://github.com/EitanElbaz/giles/branches

If you check out the "resource_browser_categories" branch on my fork you'll be able to see it in action. The classes probably don't have the most suitable of names.

Notes about changes:

All new classes/changes live in "Assets/GILES/Code/Categorisation - EE" to make them easier to find.

Basic overview of the resource tree structure:

Tree
{
    Categories : [
        0: {
                name : "category name"
                prefabs: [
                    0: {
                        name : "some name",
                        prefab : <GameObject>
                    }
                ]
           }
    ]
}

pb_PrefabBrowser Changes:

Added another public variable - "resourceTree".

On the LevelEditor scene... Canvas -> Prefab Browser -> Scroll Rect -> Panel

You'll see a the new variable populated with a pb_ResourceTree asset.

The visual changes were added simply to illustrate the categorization. You can't miss them when you hit play

from giles.

karl- avatar karl- commented on July 22, 2024

I think this would require some changes to how objects are saved and loaded, which is something I'd like to avoid. Categories are definitely something we want to add, though I think the current plan is to do so via "tags". This way there aren't any major changes to the way prefabs are saved or loaded, and the category can be stored in pb_MetaDataComponent. This also has the benefit of allowing objects to belong to more than one category.

from giles.

EitanElbaz avatar EitanElbaz commented on July 22, 2024

That sounds incredibly sensible

from giles.

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