Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/BuildUtility.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

109 lines
4.0 KiB
C#

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