Firstborn/Assets/ModTool/ModTool.Editor.Exporting/ModExporter.cs
Schaken-Mods 7502018d20 Adding Mod Support
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.
2023-05-13 22:01:48 -05:00

207 lines
5.3 KiB
C#

using System;
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.Compilation;
using ModTool.Shared;
namespace ModTool.Editor.Exporting
{
/// <summary>
/// Main class for exporting a project as a mod.
/// </summary>
public class ModExporter : Singleton<ModExporter>
{
/// <summary>
/// Occurs when the export process is starting.
/// </summary>
public static event Action ExportStarting;
/// <summary>
/// Occurs after the export process is completed.
/// </summary>
public static event Action ExportComplete;
/// <summary>
/// Is this ModExporter currently exporting a Mod?
/// </summary>
public static bool isExporting
{
get
{
return instance._isExporting;
}
}
private ExportStep[] exportSteps = new ExportStep[]
{
new StartExport(),
new Verify(),
new CreateAssemblies(),
new GetContent(),
new CreateBackup(),
new UpdateAssemblies(),
new UpdateAssets(),
new Export(),
};
[SerializeField]
private bool _isExporting;
[SerializeField]
private int currentStep;
[SerializeField]
private ExportData data;
private bool didReloadScripts;
void OnEnable()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
CompilationPipeline.assemblyCompilationFinished += OnAssemblyCompilationFinished;
EditorApplication.update += Update;
}
void OnDisable()
{
ExportStarting = null;
ExportComplete = null;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
CompilationPipeline.assemblyCompilationFinished -= OnAssemblyCompilationFinished;
EditorApplication.update += Update;
}
private void OnPlayModeStateChanged(PlayModeStateChange playModeState)
{
if (!isExporting)
return;
if (playModeState == PlayModeStateChange.ExitingEditMode)
EditorApplication.isPlaying = false;
}
private void OnAssemblyCompilationFinished(string assemblyName, CompilerMessage[] messages)
{
if (!isExporting)
return;
foreach (var message in messages)
{
if (message.type == CompilerMessageType.Error)
{
Debug.LogError(message.message + " " + message.file);
LogUtility.LogWarning("Export aborted due to compiler error");
StopExport();
return;
}
}
}
[UnityEditor.Callbacks.DidReloadScripts]
static void OnDidReloadScripts()
{
instance.didReloadScripts = true;
}
/// <summary>
/// Start exporting a Mod.
/// </summary>
public static void ExportMod()
{
if(isExporting)
{
LogUtility.LogError("Already exporting");
return;
}
instance.StartExport();
}
private void Update()
{
if (didReloadScripts)
{
didReloadScripts = false;
Continue();
}
}
private void StartExport()
{
data = new ExportData();
LogUtility.LogInfo("Exporting Mod: " + ExportSettings.name);
ExportStarting?.Invoke();
_isExporting = true;
currentStep = 0;
Continue();
}
private void Continue()
{
while (isExporting)
{
ExportStep step = exportSteps[currentStep];
float progress = (float)currentStep / exportSteps.Length;
EditorUtility.DisplayProgressBar("Exporting", step.message + "...", progress);
if (ExecuteStep(step))
currentStep++;
else
StopExport();
if (currentStep == exportSteps.Length)
StopExport();
if (step.waitForAssemblyReload)
return;
}
}
private bool ExecuteStep(ExportStep step)
{
LogUtility.LogDebug(step.message);
try
{
step.Execute(data);
}
catch (Exception e)
{
Debug.LogError(step.message + " failed: " + e.ToString());
return false;
}
return true;
}
private void StopExport()
{
if (!isExporting)
return;
_isExporting = false;
Restore();
ExportComplete?.Invoke();
EditorUtility.ClearProgressBar();
}
private void Restore()
{
if(!ExecuteStep(new RestoreProject()))
Debug.LogWarning("Some assets might be corrupted. A backup has been made in " + Path.Combine(Directory.GetCurrentDirectory(), Asset.backupDirectory));
}
}
}