2022-01-16 05:40:49 +03:00

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
}
}