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.
109 lines
4.0 KiB
C#
109 lines
4.0 KiB
C#
using System.Collections.Generic;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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using UnityEditor.Build.Pipeline.Utilities;
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using UnityEditor.Compilation;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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namespace UnityEditor.AddressableAssets.Build
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{
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/// <summary>
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/// Utility class for the Addressables Build Content process.
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/// </summary>
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public class BuildUtility
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{
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static HashSet<string> s_EditorAssemblies = null;
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static HashSet<string> editorAssemblies
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{
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get
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{
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if (s_EditorAssemblies == null)
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{
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s_EditorAssemblies = new HashSet<string>();
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foreach (var assembly in CompilationPipeline.GetAssemblies())
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{
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if ((assembly.flags & AssemblyFlags.EditorAssembly) != 0)
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s_EditorAssemblies.Add(assembly.name);
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}
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}
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return s_EditorAssemblies;
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}
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}
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/// <summary>
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/// Determines if the given assembly is an editor assembly.
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/// </summary>
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/// <param name="assembly">The assembly.</param>
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/// <returns>Returns true if the assembly is an editor assembly. Returns false otherwise.</returns>
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public static bool IsEditorAssembly(System.Reflection.Assembly assembly)
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{
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var splitName = assembly.FullName.Split(',');
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return splitName.Length > 0 && editorAssemblies.Contains(splitName[0]);
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}
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/// <summary>
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/// Creates a new bundle name using its hash and a given naming style.
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/// </summary>
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/// <param name="schemaBundleNaming">The bundle naming style.</param>
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/// <param name="hash">The bundle hash.</param>
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/// <param name="sourceBundleName">The original bundle name.</param>
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/// <returns>Returns the new bundle name.</returns>
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public static string GetNameWithHashNaming(BundledAssetGroupSchema.BundleNamingStyle schemaBundleNaming, string hash, string sourceBundleName)
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{
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string result = sourceBundleName;
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switch (schemaBundleNaming)
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{
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case BundledAssetGroupSchema.BundleNamingStyle.AppendHash:
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result = sourceBundleName.Replace(".bundle", "_" + hash + ".bundle");
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break;
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case BundledAssetGroupSchema.BundleNamingStyle.NoHash:
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break;
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case BundledAssetGroupSchema.BundleNamingStyle.OnlyHash:
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result = hash + ".bundle";
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break;
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case BundledAssetGroupSchema.BundleNamingStyle.FileNameHash:
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result = HashingMethods.Calculate(result) + ".bundle";
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break;
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}
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return result;
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}
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/// <summary>
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/// Used during the build to check for unsaved scenes and provide a user popup if there are any.
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/// </summary>
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/// <returns>True if there were no unsaved scenes, or if user hits "Save and Continue" on popup.
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/// False if any scenes were unsaved, and user hits "Cancel" on popup.</returns>
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public static bool CheckModifiedScenesAndAskToSave()
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{
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var dirtyScenes = new List<Scene>();
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for (int i = 0; i < SceneManager.sceneCount; ++i)
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{
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var scene = SceneManager.GetSceneAt(i);
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if (scene.isDirty)
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{
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dirtyScenes.Add(scene);
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}
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}
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if (dirtyScenes.Count > 0)
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{
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if (EditorUtility.DisplayDialog(
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"Unsaved Scenes", "Modified Scenes must be saved to continue.",
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"Save and Continue", "Cancel"))
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{
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EditorSceneManager.SaveScenes(dirtyScenes.ToArray());
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}
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else
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{
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return false;
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}
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}
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return true;
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}
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}
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}
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