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.
121 lines
4.1 KiB
C#
121 lines
4.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor.AddressableAssets.Settings;
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using UnityEngine;
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namespace UnityEditor.AddressableAssets.Build.AnalyzeRules
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{
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/// <summary>
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/// Base class for creating rules to analyze Addressables data. Use AnalyzeWindow.RegisterNewRule<T>() to register.
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/// a rule with the GUI window.
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/// </summary>
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[Serializable]
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public class AnalyzeRule
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{
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internal struct CustomContextMenu
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{
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public string MenuName;
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public Action MenuAction;
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public bool MenuEnabled;
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public bool ToggledOn;
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public CustomContextMenu(string name, Action action, bool enabled, bool toggledOn)
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{
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MenuName = name;
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MenuAction = action;
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MenuEnabled = enabled;
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ToggledOn = toggledOn;
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}
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}
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/// <summary>
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/// True if this rule can fix itself. If child class sets this to true, class must override FixIssues
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/// </summary>
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public virtual bool CanFix { get; set; }
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[SerializeField]
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internal List<AnalyzeResult> m_Results = new List<AnalyzeResult>();
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/// <summary>
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/// Represents a state where no errors were found after analyzing Addressables data.
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/// </summary>
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[NonSerialized]
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protected AnalyzeResult noErrors = new AnalyzeResult { resultName = "No issues found" };
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/// <summary>
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/// Delimiter character used in analyze rule string names. This is used when a rule result needs to display
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/// as a tree view hierarchy. A rule result of A:B:C will end up in the tree view with:
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/// - A
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/// --- B
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/// ----- C
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/// </summary>
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public const char kDelimiter = ':';
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/// <summary>
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/// Result data returned by rules.
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/// </summary>
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[Serializable]
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public class AnalyzeResult
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{
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[SerializeField]
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string m_ResultName;
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/// <summary>
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/// Name of result data. This name uses AnalyzeRule.kDelimiter to signify breaks in the tree display.
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/// </summary>
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public string resultName
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{
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get { return m_ResultName; }
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set { m_ResultName = value; }
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}
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[SerializeField]
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MessageType m_Severity = MessageType.None;
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/// <summary>
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/// Severity of rule result
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/// </summary>
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public MessageType severity
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{
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get { return m_Severity; }
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set { m_Severity = value; }
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}
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}
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/// <summary>
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/// Display name for rule
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/// </summary>
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public virtual string ruleName
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{
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get { return GetType().ToString(); }
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}
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/// <summary>
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/// This method runs the actual analysis for the rule.
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/// </summary>
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/// <param name="settings">The settings object to analyze</param>
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/// <returns>A list of resulting information (warnings, errors, or info)</returns>
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public virtual List<AnalyzeResult> RefreshAnalysis(AddressableAssetSettings settings)
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{
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return new List<AnalyzeResult>();
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}
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/// <summary>
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/// Fixing method to be run on results of the RefreshAnalysis. If CanFix returns true, this method must be
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/// overriden. It is recommended that RefreshAnalysis caches any data that will be needed to fix. Fix should
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/// not rerun RefreshAnalysis before fixing.
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/// </summary>
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/// <param name="settings">The settings object to analyze</param>
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public virtual void FixIssues(AddressableAssetSettings settings) {}
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/// <summary>
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/// Clears out the analysis results. When overriding, use to clear rule-specific data as well.
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/// </summary>
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public virtual void ClearAnalysis()
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{
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m_Results.Clear();
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}
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internal virtual IList<CustomContextMenu> GetCustomContextMenuItems() { return new List<CustomContextMenu>(); }
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}
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}
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