GlobalGameJame/Library/PackageCache/com.unity.ide.vscode@1.1.4/Editor/ProjectGeneration/AssemblyNameProvider.cs
JonatanRek bea2dce063 Initial
test
2020-01-31 16:10:04 +01:00

51 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.Compilation;
namespace VSCodeEditor
{
public interface IAssemblyNameProvider
{
string GetAssemblyNameFromScriptPath(string path);
IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution);
IEnumerable<string> GetAllAssetPaths();
UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath);
ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories);
}
internal class AssemblyNameProvider : IAssemblyNameProvider
{
public string GetAssemblyNameFromScriptPath(string path)
{
return CompilationPipeline.GetAssemblyNameFromScriptPath(path);
}
public IEnumerable<Assembly> GetAssemblies(Func<string, bool> shouldFileBePartOfSolution)
{
return CompilationPipeline.GetAssemblies()
.Where(i => 0 < i.sourceFiles.Length && i.sourceFiles.Any(shouldFileBePartOfSolution));
}
public IEnumerable<string> GetAllAssetPaths()
{
return AssetDatabase.GetAllAssetPaths();
}
public UnityEditor.PackageManager.PackageInfo FindForAssetPath(string assetPath)
{
return UnityEditor.PackageManager.PackageInfo.FindForAssetPath(assetPath);
}
public ResponseFileData ParseResponseFile(string responseFilePath, string projectDirectory, string[] systemReferenceDirectories)
{
return CompilationPipeline.ParseResponseFile(
responseFilePath,
projectDirectory,
systemReferenceDirectories
);
}
}
}