7502018d20
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
117 lines
3.0 KiB
C#
117 lines
3.0 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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namespace ModTool.Editor.Exporting
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{
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[Serializable]
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public class Asset
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{
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public static readonly string backupDirectory = "Backup";
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public string name
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{
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get
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{
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return Path.GetFileNameWithoutExtension(assetPath);
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}
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set
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{
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string result = AssetDatabase.RenameAsset(assetPath, value);
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if (string.IsNullOrEmpty(result))
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_assetPath = Path.Combine(Path.GetDirectoryName(assetPath), value + Path.GetExtension(assetPath));
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}
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}
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public string assetPath
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{
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get
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{
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return _assetPath;
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}
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set
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{
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string result = AssetDatabase.MoveAsset(assetPath, value);
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if (string.IsNullOrEmpty(result))
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_assetPath = value;
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}
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}
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public string originalPath
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{
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get
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{
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return _originalPath;
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}
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}
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public string backupPath
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{
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get
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{
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return _backupPath;
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}
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}
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[SerializeField]
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private string _assetPath;
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[SerializeField]
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private string _originalPath;
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[SerializeField]
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private string _backupPath;
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public Asset(string assetPath)
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{
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_assetPath = assetPath;
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_originalPath = assetPath;
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}
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public void Backup()
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{
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_backupPath = originalPath.Replace("Assets", Asset.backupDirectory);
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string backupDirectory = Path.GetDirectoryName(backupPath);
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if (!Directory.Exists(backupDirectory))
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Directory.CreateDirectory(backupDirectory);
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File.Copy(assetPath, backupPath);
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File.Copy(assetPath + ".meta", backupPath + ".meta");
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_originalPath = assetPath;
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}
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public void Restore()
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{
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if (!File.Exists(backupPath))
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return;
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AssetDatabase.DeleteAsset(assetPath);
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_assetPath = originalPath;
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File.Copy(backupPath, assetPath, true);
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File.Copy(backupPath + ".meta", assetPath + ".meta", true);
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}
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public void SetAssetBundle(string assetBundleName, string assetBundleVariant = "")
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{
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AssetImporter importer = AssetImporter.GetAtPath(assetPath);
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importer.assetBundleName = assetBundleName;
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if (!string.IsNullOrEmpty(assetBundleName))
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importer.assetBundleVariant = assetBundleVariant;
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}
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public void Delete()
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{
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//Note: AssetDatabase.DeleteAsset updates the asset database, which can trigger an unwanted compilation/script reload
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File.Delete(assetPath);
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File.Delete(assetPath + ".meta");
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}
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}
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}
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