177 lines
6.6 KiB
C#
177 lines
6.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
using System.IO;
|
|
|
|
namespace HeurekaGames.AssetHunterPRO.BaseTreeviewImpl.AssetTreeView
|
|
{
|
|
[Serializable]
|
|
public class AH_BuildInfoTreeView : ScriptableObject, ISerializationCallbackReceiver
|
|
{
|
|
//Serialization helper lists
|
|
private List<string> serializationHelperListIconTypes;
|
|
private List<Texture> serializationHelperListIconTextures;
|
|
|
|
[SerializeField]
|
|
List<AH_TreeviewElement> m_TreeElements;
|
|
|
|
internal List<AH_TreeviewElement> treeElements
|
|
{
|
|
get { return m_TreeElements; }
|
|
set { m_TreeElements = value; }
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
hideFlags = HideFlags.HideAndDontSave;
|
|
}
|
|
|
|
public bool PopulateTreeView(AH_SerializedBuildInfo chosenBuildInfo)
|
|
{
|
|
//Todo, maybe not get ALL assets, but just the assets in the project folder (i.e. -meta etc)?
|
|
treeElements = new List<AH_TreeviewElement>();
|
|
|
|
int depth = -1;
|
|
int id = 0;
|
|
|
|
var root = new AH_TreeviewElement("Root", depth, id, "", "", new List<string>(), false);
|
|
|
|
treeElements.Add(root);
|
|
|
|
depth++;
|
|
id++;
|
|
|
|
//This is done because I cant find all assets in toplevel folders through the Unity API (Remove whem the API allows it)
|
|
int folderCount = System.IO.Directory.GetDirectories(Application.dataPath,"*",SearchOption.AllDirectories).Count();
|
|
int foldersProcessed = 0;
|
|
|
|
bool populatedSuccesfully = AddFilesRecursively(Application.dataPath, chosenBuildInfo, depth, ref id, folderCount, ref foldersProcessed);
|
|
|
|
//Cleanup garbage
|
|
AssetDatabase.Refresh();
|
|
GC.Collect();
|
|
|
|
//Create tree
|
|
if (populatedSuccesfully)
|
|
TreeElementUtility.ListToTree(treeElements);
|
|
|
|
EditorUtility.ClearProgressBar();
|
|
|
|
return populatedSuccesfully;
|
|
}
|
|
|
|
private bool AddFilesRecursively(string absPath, AH_SerializedBuildInfo chosenBuildInfo, int treeViewDepth, ref int treeViewID, int folderCount, ref int foldersProcessed)
|
|
{
|
|
string relativePath;
|
|
string folderID;
|
|
AH_Utils.GetRelativePathAndAssetID(absPath, out relativePath, out folderID);
|
|
|
|
//For some reason streamingassets folders are generated by unity when building, only to be deleted immediately after. Need to take that under consideration here.
|
|
if (!AssetDatabase.IsValidFolder(relativePath))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//Increment folder process count
|
|
foldersProcessed++;
|
|
var progress = (float)((float)foldersProcessed / (float)folderCount);
|
|
EditorUtility.DisplayProgressBar($"Analyzing project ({foldersProcessed}/{folderCount}", relativePath, progress); //Todo make cancellable
|
|
|
|
//Check if this folder has been Ignored
|
|
if (AH_SettingsManager.Instance.HasIgnoredFolder(relativePath, folderID))
|
|
return false;
|
|
|
|
//Add folder
|
|
System.IO.DirectoryInfo dirInfo = new System.IO.DirectoryInfo(absPath);
|
|
string dirInfoName = dirInfo.Name;
|
|
|
|
//Increment ID
|
|
treeViewID++;
|
|
|
|
//TODO creating new treeviewelements loads asset from memory...DONT DO THAT!! Get filesize info somewhere else
|
|
AH_TreeviewElement threeViewFolder = new AH_TreeviewElement(dirInfoName, treeViewDepth, treeViewID, ((treeViewDepth != -1) ? relativePath : ""), "", null, false);
|
|
treeElements.Add(threeViewFolder);
|
|
|
|
//Increment depth
|
|
treeViewDepth++;
|
|
|
|
//Track if this folder has valid children
|
|
bool hasValidChildren = false;
|
|
|
|
foreach (var assetPath in System.IO.Directory.GetFiles(absPath).Where(val => Path.GetExtension(val) != ".meta"))// !val.EndsWith(".meta")))
|
|
{
|
|
string relativepath;
|
|
string assetID;
|
|
AH_Utils.GetRelativePathAndAssetID(assetPath, out relativepath, out assetID);
|
|
|
|
//If this is not an unity asset
|
|
if (string.IsNullOrEmpty(assetID))
|
|
continue;
|
|
|
|
//Has this file been Ignored?
|
|
if (AH_SettingsManager.Instance.HasIgnoredAsset(relativepath, assetID))
|
|
continue;
|
|
|
|
AH_SerializableAssetInfo usedAssetInfo = chosenBuildInfo.GetItemInfo(assetID);
|
|
bool isAssetUsed = (usedAssetInfo != null);
|
|
|
|
//TODO CONTINUE LOOP AND ADDING OF ASSETS
|
|
treeViewID++;
|
|
AH_TreeviewElement treeViewElement = new AH_TreeviewElement(assetPath, treeViewDepth, treeViewID, relativepath, assetID, ((isAssetUsed) ? usedAssetInfo.Refs : null), isAssetUsed);
|
|
treeElements.Add(treeViewElement);
|
|
|
|
hasValidChildren = true;
|
|
}
|
|
|
|
foreach (var dir in System.IO.Directory.GetDirectories(absPath))
|
|
{
|
|
if (AddFilesRecursively(dir, chosenBuildInfo, treeViewDepth, ref treeViewID, folderCount, ref foldersProcessed))
|
|
hasValidChildren = true;
|
|
}
|
|
|
|
if (!hasValidChildren && (treeViewDepth != -1))
|
|
{
|
|
treeElements.Remove(threeViewFolder);
|
|
//Decrement ID
|
|
treeViewID--;
|
|
|
|
//Decrement depth
|
|
treeViewDepth--;
|
|
}
|
|
|
|
//Return true if folder added succesfully
|
|
return hasValidChildren;
|
|
}
|
|
|
|
internal bool HasUnused()
|
|
{
|
|
bool hasUnused = m_TreeElements.Any(val => !val.UsedInBuild && !val.IsFolder && val.depth != -1);
|
|
return hasUnused;
|
|
}
|
|
|
|
private string[] getAssetsOfType(Type type)
|
|
{
|
|
return AssetDatabase.FindAssets("t:" + type.Name);
|
|
}
|
|
|
|
#region Serialization callbacks
|
|
|
|
//Store serializable string so we can retrieve type after serialization
|
|
public void OnBeforeSerialize()
|
|
{
|
|
serializationHelperListIconTypes = AH_TreeviewElement.GetStoredIconTypes();
|
|
serializationHelperListIconTextures = AH_TreeviewElement.GetStoredIconTextures();
|
|
}
|
|
|
|
public void OnAfterDeserialize()
|
|
{
|
|
AH_TreeviewElement.UpdateIconDictAfterSerialization(serializationHelperListIconTypes, serializationHelperListIconTextures);
|
|
serializationHelperListIconTypes = null;
|
|
serializationHelperListIconTextures = null;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|