GlobalGameJame/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_PackageUtilities.cs

921 lines
35 KiB
C#
Raw Normal View History

2020-01-31 15:10:04 +00:00
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using TMPro.EditorUtilities;
namespace TMPro
{
/// <summary>
/// Data structure containing the target and replacement fileIDs and GUIDs which will require remapping from previous version of TextMesh Pro to the new TextMesh Pro UPM package.
/// </summary>
[System.Serializable]
struct AssetConversionRecord
{
public string referencedResource;
public string target;
public string replacement;
}
/// <summary>
/// Data structure containing a list of target and replacement fileID and GUID requiring remapping from previous versions of TextMesh Pro to the new TextMesh Pro UPM package.
/// This data structure is populated with the data contained in the PackageConversionData.json file included in the package.
/// </summary>
[System.Serializable]
class AssetConversionData
{
public List<AssetConversionRecord> assetRecords;
}
public class TMP_ProjectConversionUtility : EditorWindow
{
// Create Sprite Asset Editor Window
[MenuItem("Window/TextMeshPro/Project Files GUID Remapping Tool", false, 2100)]
static void ShowConverterWindow()
{
var window = GetWindow<TMP_ProjectConversionUtility>();
window.titleContent = new GUIContent("Conversion Tool");
window.Focus();
}
private static HashSet<Type> m_IgnoreAssetTypes = new HashSet<Type>()
{
typeof(AnimatorOverrideController),
typeof(AudioClip),
typeof(AvatarMask),
typeof(ComputeShader),
typeof(Cubemap),
typeof(DefaultAsset),
typeof(Flare),
typeof(Font),
typeof(GUISkin),
typeof(HumanTemplate),
typeof(LightingDataAsset),
typeof(Mesh),
typeof(MonoScript),
typeof(PhysicMaterial),
typeof(PhysicsMaterial2D),
typeof(RenderTexture),
typeof(Shader),
typeof(TerrainData),
typeof(TextAsset),
typeof(Texture2D),
typeof(Texture2DArray),
typeof(Texture3D),
typeof(UnityEditor.Animations.AnimatorController),
typeof(UnityEditorInternal.AssemblyDefinitionAsset),
typeof(UnityEngine.AI.NavMeshData),
typeof(UnityEngine.Tilemaps.Tile),
typeof(UnityEngine.U2D.SpriteAtlas),
typeof(UnityEngine.Video.VideoClip),
};
/// <summary>
///
/// </summary>
struct AssetModificationRecord
{
public string assetFilePath;
public string assetDataFile;
}
struct AssetFileRecord
{
public string assetFilePath;
public string assetMetaFilePath;
public AssetFileRecord(string filePath, string metaFilePath)
{
this.assetFilePath = filePath;
this.assetMetaFilePath = metaFilePath;
}
}
private static string m_ProjectPath;
private static string m_ProjectFolderToScan;
private static bool m_IsAlreadyScanningProject;
private static bool m_CancelScanProcess;
private static string k_ProjectScanReportDefaultText = "<color=#FFFF80><b>Project Scan Results</b></color>\n";
private static string k_ProjectScanLabelPrefix = "Scanning: ";
private static string m_ProjectScanResults = string.Empty;
private static Vector2 m_ProjectScanResultScrollPosition;
private static float m_ProgressPercentage = 0;
private static int m_ScanningTotalFiles;
private static int m_RemainingFilesToScan;
private static int m_ScanningCurrentFileIndex;
private static string m_ScanningCurrentFileName;
private static AssetConversionData m_ConversionData;
private static List<AssetModificationRecord> m_ModifiedAssetList = new List<AssetModificationRecord>();
void OnEnable()
{
// Set Editor Window Size
SetEditorWindowSize();
m_ProjectScanResults = k_ProjectScanReportDefaultText;
}
void OnGUI()
{
GUILayout.BeginVertical();
{
// Scan project files and resources
GUILayout.BeginVertical(EditorStyles.helpBox);
{
GUILayout.Label("Scan Project Files", EditorStyles.boldLabel);
GUILayout.Label("Press the <i>Scan Project Files</i> button to begin scanning your project for files & resources that were created with a previous version of TextMesh Pro.", TMP_UIStyleManager.label);
GUILayout.Space(10f);
GUILayout.Label("Project folder to be scanned. Example \"Assets/TextMesh Pro\"");
m_ProjectFolderToScan = EditorGUILayout.TextField("Folder Path: Assets/", m_ProjectFolderToScan);
GUILayout.Space(5f);
GUI.enabled = m_IsAlreadyScanningProject == false ? true : false;
if (GUILayout.Button("Scan Project Files"))
{
m_CancelScanProcess = false;
// Make sure Asset Serialization mode is set to ForceText and Version Control mode to Visible Meta Files.
if (CheckProjectSerializationAndSourceControlModes() == true)
{
m_ProjectPath = Path.GetFullPath("Assets/..");
TMP_EditorCoroutine.StartCoroutine(ScanProjectFiles());
}
else
{
EditorUtility.DisplayDialog("Project Settings Change Required", "In menu options \"Edit - Project Settings - Editor\", please change Asset Serialization Mode to ForceText and Source Control Mode to Visible Meta Files.", "OK", string.Empty);
}
}
GUI.enabled = true;
// Display progress bar
Rect rect = GUILayoutUtility.GetRect(0f, 20f, GUILayout.ExpandWidth(true));
EditorGUI.ProgressBar(rect, m_ProgressPercentage, "Scan Progress (" + m_ScanningCurrentFileIndex + "/" + m_ScanningTotalFiles + ")");
// Display cancel button and name of file currently being scanned.
if (m_IsAlreadyScanningProject)
{
Rect cancelRect = new Rect(rect.width - 20, rect.y + 2, 20, 16);
if (GUI.Button(cancelRect, "X"))
{
m_CancelScanProcess = true;
}
GUILayout.Label(k_ProjectScanLabelPrefix + m_ScanningCurrentFileName, TMP_UIStyleManager.label);
}
else
GUILayout.Label(string.Empty);
GUILayout.Space(5);
// Creation Feedback
GUILayout.BeginVertical(TMP_UIStyleManager.textAreaBoxWindow, GUILayout.ExpandHeight(true));
{
m_ProjectScanResultScrollPosition = EditorGUILayout.BeginScrollView(m_ProjectScanResultScrollPosition, GUILayout.ExpandHeight(true));
EditorGUILayout.LabelField(m_ProjectScanResults, TMP_UIStyleManager.label);
EditorGUILayout.EndScrollView();
}
GUILayout.EndVertical();
GUILayout.Space(5f);
}
GUILayout.EndVertical();
// Scan project files and resources
GUILayout.BeginVertical(EditorStyles.helpBox);
{
GUILayout.Label("Save Modified Project Files", EditorStyles.boldLabel);
GUILayout.Label("Pressing the <i>Save Modified Project Files</i> button will update the files in the <i>Project Scan Results</i> listed above. <color=#FFFF80>Please make sure that you have created a backup of your project first</color> as these file modifications are permanent and cannot be undone.", TMP_UIStyleManager.label);
GUILayout.Space(5f);
GUI.enabled = m_IsAlreadyScanningProject == false && m_ModifiedAssetList.Count > 0 ? true : false;
if (GUILayout.Button("Save Modified Project Files"))
{
UpdateProjectFiles();
}
GUILayout.Space(10f);
}
GUILayout.EndVertical();
}
GUILayout.EndVertical();
GUILayout.Space(5f);
}
void OnInspectorUpdate()
{
Repaint();
}
/// <summary>
/// Limits the minimum size of the editor window.
/// </summary>
void SetEditorWindowSize()
{
EditorWindow editorWindow = this;
Vector2 currentWindowSize = editorWindow.minSize;
editorWindow.minSize = new Vector2(Mathf.Max(640, currentWindowSize.x), Mathf.Max(420, currentWindowSize.y));
}
/// <summary>
///
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
private static bool ShouldIgnoreFile(string filePath)
{
string fileExtension = Path.GetExtension(filePath);
Type fileType = AssetDatabase.GetMainAssetTypeAtPath(filePath);
if (m_IgnoreAssetTypes.Contains(fileType))
return true;
// Exclude FBX
if (fileType == typeof(GameObject) && fileExtension.ToLower() == ".fbx") { return true; }
return false;
}
private IEnumerator ScanProjectFiles()
{
m_IsAlreadyScanningProject = true;
string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
// List containing assets that have been modified.
m_ProjectScanResults = k_ProjectScanReportDefaultText;
m_ModifiedAssetList.Clear();
m_ProgressPercentage = 0;
// Read Conversion Data from Json file.
if (m_ConversionData == null)
m_ConversionData = JsonUtility.FromJson<AssetConversionData>(File.ReadAllText(packageFullPath + "/PackageConversionData.json"));
// Get list of GUIDs for assets that might contain references to previous GUIDs that require updating.
string searchFolder = string.IsNullOrEmpty(m_ProjectFolderToScan) ? "Assets" : ("Assets/" + m_ProjectFolderToScan);
string[] guids = AssetDatabase.FindAssets("t:Object", new string[] { searchFolder }).Distinct().ToArray();
k_ProjectScanLabelPrefix = "<b>Phase 1 - Filtering:</b> ";
m_ScanningTotalFiles = guids.Length;
m_ScanningCurrentFileIndex = 0;
List<AssetFileRecord> projectFilesToScan = new List<AssetFileRecord>();
foreach (var guid in guids)
{
if (m_CancelScanProcess)
break;
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
m_ScanningCurrentFileIndex += 1;
m_ScanningCurrentFileName = assetFilePath;
m_ProgressPercentage = (float)m_ScanningCurrentFileIndex / m_ScanningTotalFiles;
// Filter out file types we have no interest in searching
if (ShouldIgnoreFile(assetFilePath))
continue;
string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
projectFilesToScan.Add(new AssetFileRecord(assetFilePath, assetMetaFilePath));
yield return null;
}
m_RemainingFilesToScan = m_ScanningTotalFiles = projectFilesToScan.Count;
k_ProjectScanLabelPrefix = "<b>Phase 2 - Scanning:</b> ";
for (int i = 0; i < m_ScanningTotalFiles; i++)
{
if (m_CancelScanProcess)
break;
AssetFileRecord fileRecord = projectFilesToScan[i];
Task.Run(() =>
{
ScanProjectFileAsync(fileRecord);
m_ScanningCurrentFileName = fileRecord.assetFilePath;
int completedScans = m_ScanningTotalFiles - Interlocked.Decrement(ref m_RemainingFilesToScan);
m_ScanningCurrentFileIndex = completedScans;
m_ProgressPercentage = (float)completedScans / m_ScanningTotalFiles;
});
if (i % 64 == 0)
yield return new WaitForSeconds(2.0f);
}
while (m_RemainingFilesToScan > 0 && !m_CancelScanProcess)
yield return null;
m_IsAlreadyScanningProject = false;
m_ScanningCurrentFileName = string.Empty;
}
static void ScanProjectFileAsync(AssetFileRecord fileRecord)
{
if (m_CancelScanProcess)
return;
// Read the asset data file
string assetDataFile = string.Empty;
bool hasFileChanged = false;
try
{
assetDataFile = File.ReadAllText(m_ProjectPath + "/" + fileRecord.assetFilePath);
}
catch
{
// Continue to the next asset if we can't read the current one.
return;
}
// Read the asset meta data file
string assetMetaFile = File.ReadAllText(m_ProjectPath + "/" + fileRecord.assetMetaFilePath);
bool hasMetaFileChanges = false;
foreach (AssetConversionRecord record in m_ConversionData.assetRecords)
{
if (assetDataFile.Contains(record.target))
{
hasFileChanged = true;
assetDataFile = assetDataFile.Replace(record.target, record.replacement);
}
//// Check meta file
if (assetMetaFile.Contains(record.target))
{
hasMetaFileChanges = true;
assetMetaFile = assetMetaFile.Replace(record.target, record.replacement);
}
}
if (hasFileChanged)
{
AssetModificationRecord modifiedAsset;
modifiedAsset.assetFilePath = fileRecord.assetFilePath;
modifiedAsset.assetDataFile = assetDataFile;
m_ModifiedAssetList.Add(modifiedAsset);
m_ProjectScanResults += fileRecord.assetFilePath + "\n";
}
if (hasMetaFileChanges)
{
AssetModificationRecord modifiedAsset;
modifiedAsset.assetFilePath = fileRecord.assetMetaFilePath;
modifiedAsset.assetDataFile = assetMetaFile;
m_ModifiedAssetList.Add(modifiedAsset);
m_ProjectScanResults += fileRecord.assetMetaFilePath + "\n";
}
}
/// <summary>
///
/// </summary>
private static void ResetScanProcess()
{
m_IsAlreadyScanningProject = false;
m_ScanningCurrentFileName = string.Empty;
m_ProgressPercentage = 0;
m_ScanningCurrentFileIndex = 0;
m_ScanningTotalFiles = 0;
}
/// <summary>
///
/// </summary>
private static void UpdateProjectFiles()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
CheckProjectSerializationAndSourceControlModes();
string projectPath = Path.GetFullPath("Assets/..");
// Display dialogue to show user a list of project files that will be modified upon their consent.
if (EditorUtility.DisplayDialog("Save Modified Asset(s)?", "Are you sure you want to save all modified assets?", "YES", "NO"))
{
for (int i = 0; i < m_ModifiedAssetList.Count; i++)
{
// Make sure all file streams that might have been opened by Unity are closed.
//AssetDatabase.ReleaseCachedFileHandles();
//Debug.Log("Writing asset file [" + m_ModifiedAssetList[i].assetFilePath + "].");
File.WriteAllText(projectPath + "/" + m_ModifiedAssetList[i].assetFilePath, m_ModifiedAssetList[i].assetDataFile);
}
}
AssetDatabase.Refresh();
m_ProgressPercentage = 0;
m_ProjectScanResults = k_ProjectScanReportDefaultText;
}
/// <summary>
/// Check project Asset Serialization and Source Control modes
/// </summary>
private static bool CheckProjectSerializationAndSourceControlModes()
{
// Check Project Asset Serialization and Visible Meta Files mode.
if (EditorSettings.serializationMode != SerializationMode.ForceText || EditorSettings.externalVersionControl != "Visible Meta Files")
{
return false;
}
return true;
}
}
public class TMP_PackageUtilities : Editor
{
enum SaveAssetDialogueOptions { Unset = 0, Save = 1, SaveAll = 2, DoNotSave = 3 };
private static SerializationMode m_ProjectAssetSerializationMode;
private static string m_ProjectExternalVersionControl;
struct AssetRemappingRecord
{
public string oldGuid;
public string newGuid;
public string assetPath;
}
struct AssetModificationRecord
{
public string assetFilePath;
public string assetDataFile;
}
// Create Sprite Asset Editor Window
//[MenuItem("Window/TextMeshPro/Generate New Package GUIDs", false, 1500)]
public static void GenerateNewPackageGUIDs_Menu()
{
GenerateNewPackageGUIDs();
}
/// <summary>
///
/// </summary>
[MenuItem("Window/TextMeshPro/Import TMP Essential Resources", false, 2050)]
public static void ImportProjectResourcesMenu()
{
ImportProjectResources();
}
/// <summary>
///
/// </summary>
[MenuItem("Window/TextMeshPro/Import TMP Examples and Extras", false, 2051)]
public static void ImportExamplesContentMenu()
{
ImportExtraContent();
}
// Create Sprite Asset Editor Window
//[MenuItem("Window/TextMeshPro/Convert TMP Project Files to UPM", false, 1510)]
public static void ConvertProjectGUIDsMenu()
{
ConvertProjectGUIDsToUPM();
//GetVersionInfo();
}
// Create Sprite Asset Editor Window
//[MenuItem("Window/TextMeshPro/Convert GUID (Source to DLL)", false, 2010)]
public static void ConvertGUIDFromSourceToDLLMenu()
{
//ConvertGUIDFromSourceToDLL();
//GetVersionInfo();
}
// Create Sprite Asset Editor Window
//[MenuItem("Window/TextMeshPro/Convert GUID (DLL to Source)", false, 2020)]
public static void ConvertGUIDFromDllToSourceMenu()
{
//ConvertGUIDFromDLLToSource();
//GetVersionInfo();
}
// Create Sprite Asset Editor Window
//[MenuItem("Window/TextMeshPro/Extract Package GUIDs", false, 1530)]
public static void ExtractPackageGUIDMenu()
{
ExtractPackageGUIDs();
}
private static void GetVersionInfo()
{
string version = TMP_Settings.version;
Debug.Log("The version of this TextMesh Pro UPM package is (" + version + ").");
}
/// <summary>
///
/// </summary>
private static void ImportExtraContent()
{
string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
AssetDatabase.ImportPackage(packageFullPath + "/Package Resources/TMP Examples & Extras.unitypackage", true);
}
/// <summary>
///
/// </summary>
private static void ImportProjectResources()
{
string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
AssetDatabase.ImportPackage(packageFullPath + "/Package Resources/TMP Essential Resources.unitypackage", true);
}
/// <summary>
///
/// </summary>
private static void GenerateNewPackageGUIDs()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
SetProjectSerializationAndSourceControlModes();
string projectPath = Path.GetFullPath("Assets/..");
// Clear existing dictionary of AssetRecords
List<AssetRemappingRecord> assetRecords = new List<AssetRemappingRecord>();
// Get full list of GUIDs used in the package which including folders.
string[] packageGUIDs = AssetDatabase.FindAssets("t:Object", new string[] { "Assets/Packages/com.unity.TextMeshPro" });
for (int i = 0; i < packageGUIDs.Length; i++)
{
// Could add a progress bar for this process (if needed)
string guid = packageGUIDs[i];
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
//System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
AssetRemappingRecord assetRecord;
assetRecord.oldGuid = guid;
assetRecord.assetPath = assetFilePath;
string newGUID = GenerateUniqueGUID();
assetRecord.newGuid = newGUID;
if (assetRecords.FindIndex(item => item.oldGuid == guid) != -1)
continue;
assetRecords.Add(assetRecord);
// Read the meta file for the given asset.
string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
assetMetaFile = assetMetaFile.Replace("guid: " + guid, "guid: " + newGUID);
File.WriteAllText(projectPath + "/" + assetMetaFilePath, assetMetaFile);
//Debug.Log("Asset: [" + assetFilePath + "] Type: " + assetType + " Current GUID: [" + guid + "] New GUID: [" + newGUID + "]");
}
AssetDatabase.Refresh();
// Get list of GUIDs for assets that might need references to previous GUIDs which need to be updated.
packageGUIDs = AssetDatabase.FindAssets("t:Object"); // ("t:Object", new string[] { "Assets/Asset Importer" });
for (int i = 0; i < packageGUIDs.Length; i++)
{
// Could add a progress bar for this process
string guid = packageGUIDs[i];
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
// Filter out file types we are not interested in
if (assetType == typeof(DefaultAsset) || assetType == typeof(MonoScript) || assetType == typeof(Texture2D) || assetType == typeof(TextAsset) || assetType == typeof(Shader))
continue;
// Read the asset data file
string assetDataFile = File.ReadAllText(projectPath + "/" + assetFilePath);
//Debug.Log("Searching Asset: [" + assetFilePath + "] of type: " + assetType);
bool hasFileChanged = false;
foreach (AssetRemappingRecord record in assetRecords)
{
if (assetDataFile.Contains(record.oldGuid))
{
hasFileChanged = true;
assetDataFile = assetDataFile.Replace(record.oldGuid, record.newGuid);
Debug.Log("Replacing old GUID: [" + record.oldGuid + "] by new GUID: [" + record.newGuid + "] in asset file: [" + assetFilePath + "].");
}
}
if (hasFileChanged)
{
// Add file to list of changed files
File.WriteAllText(projectPath + "/" + assetFilePath, assetDataFile);
}
}
AssetDatabase.Refresh();
// Restore project Asset Serialization and Source Control modes.
RestoreProjectSerializationAndSourceControlModes();
}
private static void ExtractPackageGUIDs()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
SetProjectSerializationAndSourceControlModes();
string projectPath = Path.GetFullPath("Assets/..");
// Create new instance of AssetConversionData file
AssetConversionData data = new AssetConversionData();
data.assetRecords = new List<AssetConversionRecord>();
// Get full list of GUIDs used in the package which including folders.
string[] packageGUIDs = AssetDatabase.FindAssets("t:Object", new string[] { "Assets/Packages/com.unity.TextMeshPro" });
for (int i = 0; i < packageGUIDs.Length; i++)
{
// Could add a progress bar for this process (if needed)
string guid = packageGUIDs[i];
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
//string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
//ObjectIdentifier[] localIdentifider = BundleBuildInterface.GetPlayerObjectIdentifiersInAsset(new GUID(guid), BuildTarget.NoTarget);
//System.Type[] types = BundleBuildInterface.GetTypeForObjects(localIdentifider);
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
// Filter out file types we are not interested in
if (assetType == typeof(DefaultAsset))
continue;
string newGuid = GenerateUniqueGUID();
AssetConversionRecord record;
record.referencedResource = Path.GetFileName(assetFilePath);
record.target = "fileID: 2108210716, guid: " + newGuid;
record.replacement = "fileID: 11500000, guid: " + guid;
//if (m_AssetRecords.FindIndex(item => item.oldGuid == guid) != -1)
// continue;
data.assetRecords.Add(record);
// Read the meta file for the given asset.
//string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
//assetMetaFile = assetMetaFile.Replace("guid: " + guid, "guid: " + newGUID);
//File.WriteAllText(projectPath + "/" + assetMetaFilePath, assetMetaFile);
Debug.Log("Asset: [" + Path.GetFileName(assetFilePath) + "] Type: " + assetType + " Current GUID: [" + guid + "] New GUID: [" + newGuid + "]");
}
// Write new information into JSON file
string dataFile = JsonUtility.ToJson(data, true);
File.WriteAllText(projectPath + "/Assets/Packages/com.unity.TextMeshPro/PackageConversionData.json", dataFile);
// Restore project Asset Serialization and Source Control modes.
RestoreProjectSerializationAndSourceControlModes();
}
/// <summary>
///
/// </summary>
private static void ConvertProjectGUIDsToUPM()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
SetProjectSerializationAndSourceControlModes();
string projectPath = Path.GetFullPath("Assets/..");
string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
// List containing assets that have been modified.
List<AssetModificationRecord> modifiedAssetList = new List<AssetModificationRecord>();
// Read Conversion Data from Json file.
AssetConversionData conversionData = JsonUtility.FromJson<AssetConversionData>(File.ReadAllText(packageFullPath + "/PackageConversionData.json"));
// Get list of GUIDs for assets that might contain references to previous GUIDs that require updating.
string[] projectGUIDs = AssetDatabase.FindAssets("t:Object");
for (int i = 0; i < projectGUIDs.Length; i++)
{
// Could add a progress bar for this process
string guid = projectGUIDs[i];
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
// Filter out file types we are not interested in
if (assetType == typeof(DefaultAsset) || assetType == typeof(MonoScript) || assetType == typeof(Texture2D) || assetType == typeof(TextAsset) || assetType == typeof(Shader))
continue;
// Read the asset data file
string assetDataFile = File.ReadAllText(projectPath + "/" + assetFilePath);
//Debug.Log("Searching Asset: [" + assetFilePath + "] of type: " + assetType);
bool hasFileChanged = false;
foreach (AssetConversionRecord record in conversionData.assetRecords)
{
if (assetDataFile.Contains(record.target))
{
hasFileChanged = true;
assetDataFile = assetDataFile.Replace(record.target, record.replacement);
Debug.Log("Replacing Reference to [" + record.referencedResource + "] using [" + record.target + "] with [" + record.replacement + "] in asset file: [" + assetFilePath + "].");
}
}
if (hasFileChanged)
{
Debug.Log("Adding [" + assetFilePath + "] to list of assets to be modified.");
AssetModificationRecord modifiedAsset;
modifiedAsset.assetFilePath = assetFilePath;
modifiedAsset.assetDataFile = assetDataFile;
modifiedAssetList.Add(modifiedAsset);
}
}
// Scan project meta files to update GUIDs of assets whose GUID has changed.
projectGUIDs = AssetDatabase.FindAssets("t:Object");
for (int i = 0; i < projectGUIDs.Length; i++)
{
string guid = projectGUIDs[i];
string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
// Read the asset meta data file
string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
bool hasFileChanged = false;
foreach (AssetConversionRecord record in conversionData.assetRecords)
{
if (assetMetaFile.Contains(record.target))
{
hasFileChanged = true;
assetMetaFile = assetMetaFile.Replace(record.target, record.replacement);
Debug.Log("Replacing Reference to [" + record.referencedResource + "] using [" + record.target + "] with [" + record.replacement + "] in asset file: [" + assetMetaFilePath + "].");
}
}
if (hasFileChanged)
{
Debug.Log("Adding [" + assetMetaFilePath + "] to list of meta files to be modified.");
AssetModificationRecord modifiedAsset;
modifiedAsset.assetFilePath = assetMetaFilePath;
modifiedAsset.assetDataFile = assetMetaFile;
modifiedAssetList.Add(modifiedAsset);
}
}
// Display dialogue to show user a list of project files that will be modified upon their consent.
if (EditorUtility.DisplayDialog("Save Modified Asset(s)?", "Are you sure you want to save all modified assets?", "YES", "NO"))
{
for (int i = 0; i < modifiedAssetList.Count; i++)
{
// Make sure all file streams that might have been opened by Unity are closed.
//AssetDatabase.ReleaseCachedFileHandles();
Debug.Log("Writing asset file [" + modifiedAssetList[i].assetFilePath + "].");
//File.WriteAllText(projectPath + "/" + modifiedAssetList[i].assetFilePath, modifiedAssetList[i].assetDataFile);
}
}
AssetDatabase.Refresh();
// Restore project Asset Serialization and Source Control modes.
RestoreProjectSerializationAndSourceControlModes();
}
/// <summary>
///
/// </summary>
/// <returns></returns>
private static string GenerateUniqueGUID()
{
string monoGuid = System.Guid.NewGuid().ToString();
char[] charGuid = new char[32];
int index = 0;
for (int i = 0; i < monoGuid.Length; i++)
{
if (monoGuid[i] != '-')
charGuid[index++] = monoGuid[i];
}
string guid = new string(charGuid);
// Make sure new GUID is not already used by some other asset.
if (AssetDatabase.GUIDToAssetPath(guid) != string.Empty)
guid = GenerateUniqueGUID();
return guid;
}
/// <summary>
/// Change project asset serialization mode to ForceText (if necessary)
/// </summary>
private static void SetProjectSerializationAndSourceControlModes()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
m_ProjectAssetSerializationMode = EditorSettings.serializationMode;
if (m_ProjectAssetSerializationMode != SerializationMode.ForceText)
UnityEditor.EditorSettings.serializationMode = SerializationMode.ForceText;
m_ProjectExternalVersionControl = EditorSettings.externalVersionControl;
if (m_ProjectExternalVersionControl != "Visible Meta Files")
UnityEditor.EditorSettings.externalVersionControl = "Visible Meta Files";
}
/// <summary>
/// Revert potential change to asset serialization mode (if necessary)
/// </summary>
private static void RestoreProjectSerializationAndSourceControlModes()
{
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
if (m_ProjectAssetSerializationMode != EditorSettings.serializationMode)
EditorSettings.serializationMode = m_ProjectAssetSerializationMode;
if (m_ProjectExternalVersionControl != EditorSettings.externalVersionControl)
EditorSettings.externalVersionControl = m_ProjectExternalVersionControl;
}
}
}