
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.
172 lines
8.3 KiB
C#
172 lines
8.3 KiB
C#
using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEditor.AddressableAssets.Build.AnalyzeRules;
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using UnityEditor.AddressableAssets.Build.DataBuilders;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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using UnityEditor.SceneManagement;
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using UnityEditor.VersionControl;
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using UnityEngine;
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using UnityEngine.AddressableAssets.Initialization;
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using UnityEngine.SceneManagement;
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namespace UnityEditor.AddressableAssets.Tests.AnalyzeRules
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{
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public class CheckSceneDupeDependenciesTests : AddressableAssetTestBase
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{
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string k_CheckDupePrefabA => GetAssetPath("checkDupe_prefabA.prefab");
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string k_CheckDupePrefabB => GetAssetPath("checkDupe_prefabB.prefab");
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string k_CheckDupeMyMaterial => GetAssetPath("checkDupe_myMaterial.mat");
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string k_ScenePath => GetAssetPath("dupeSceneTest.unity");
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string k_PrefabWithMaterialPath => GetAssetPath("checkDupe_prefabWithMaterial.prefab");
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protected override void OnInit()
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{
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base.OnInit();
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GameObject prefabA = new GameObject("PrefabA");
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GameObject prefabB = new GameObject("PrefabB");
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GameObject prefabWithMaterial = new GameObject("PrefabWithMaterial");
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var meshA = prefabA.AddComponent<MeshRenderer>();
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var meshB = prefabB.AddComponent<MeshRenderer>();
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var mat = new Material(Shader.Find("Unlit/Color"));
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AssetDatabase.CreateAsset(mat, k_CheckDupeMyMaterial);
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meshA.sharedMaterial = mat;
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meshB.sharedMaterial = mat;
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var meshPrefabWithMaterial = prefabWithMaterial.AddComponent<MeshRenderer>();
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meshPrefabWithMaterial.material = AssetDatabase.LoadAssetAtPath<Material>(k_CheckDupeMyMaterial);
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prefabA.AddComponent<TestBehaviourWithReference>();
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PrefabUtility.SaveAsPrefabAsset(prefabA, k_CheckDupePrefabA);
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PrefabUtility.SaveAsPrefabAsset(prefabB, k_CheckDupePrefabB);
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PrefabUtility.SaveAsPrefabAsset(prefabWithMaterial, k_PrefabWithMaterialPath);
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AssetDatabase.Refresh();
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}
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[Test]
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public void CheckSceneDupe_SceneDependenciesMatchWithExplicitBundleDependencies()
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{
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(k_CheckDupePrefabA);
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GameObject n = new GameObject("TestGameObject");
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var refer = n.AddComponent<TestBehaviourWithReference>();
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refer.Reference = go;
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SceneManager.MoveGameObjectToScene(n, scene);
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EditorSceneManager.SaveScene(scene, k_ScenePath);
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var rule = new CheckSceneDupeDependencies();
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EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(k_ScenePath, true);
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rule.BuiltInResourcesToDependenciesMap(new string[] { editorScene.path });
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rule.IntersectResourcesDepedenciesWithBundleDependencies(new List<GUID>() { new GUID(AssetDatabase.AssetPathToGUID(k_CheckDupePrefabA)) });
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Assert.IsTrue(rule.m_ResourcesToDependencies.ContainsKey(editorScene.path));
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Assert.AreEqual(1, rule.m_ResourcesToDependencies[editorScene.path].Count);
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Assert.AreEqual(AssetDatabase.AssetPathToGUID(k_CheckDupePrefabA), rule.m_ResourcesToDependencies[editorScene.path][0].ToString());
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//Cleanup
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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}
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[Test]
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public void CheckSceneDupe_SceneDependenciesMatchWithImplicitBundleDependencies()
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{
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(k_PrefabWithMaterialPath), scene);
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EditorSceneManager.SaveScene(scene, k_ScenePath);
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var rule = new CheckSceneDupeDependencies();
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EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(k_ScenePath, true);
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rule.BuiltInResourcesToDependenciesMap(new string[] { editorScene.path });
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rule.IntersectResourcesDepedenciesWithBundleDependencies(new List<GUID>() { new GUID(AssetDatabase.AssetPathToGUID(k_CheckDupeMyMaterial)) });
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Assert.IsTrue(rule.m_ResourcesToDependencies.ContainsKey(editorScene.path));
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Assert.AreEqual(1, rule.m_ResourcesToDependencies[editorScene.path].Count);
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Assert.AreEqual(AssetDatabase.AssetPathToGUID(k_CheckDupeMyMaterial), rule.m_ResourcesToDependencies[editorScene.path][0].ToString());
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//Cleanup
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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}
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[Test]
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public void CheckSceneDupe_SceneDependenciesDoNotIncludeEditorOnly()
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{
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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GameObject go = PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(k_PrefabWithMaterialPath), scene) as GameObject;
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go.tag = "EditorOnly";
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EditorSceneManager.SaveScene(scene, k_ScenePath);
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var rule = new CheckSceneDupeDependencies();
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EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(k_ScenePath, true);
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rule.BuiltInResourcesToDependenciesMap(new string[] { editorScene.path });
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rule.IntersectResourcesDepedenciesWithBundleDependencies(new List<GUID>() { new GUID(AssetDatabase.AssetPathToGUID(k_CheckDupeMyMaterial)) });
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Assert.IsTrue(rule.m_ResourcesToDependencies.ContainsKey(editorScene.path));
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Assert.AreEqual(0, rule.m_ResourcesToDependencies[editorScene.path].Count);
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//Cleanup
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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}
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[Test]
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public void CheckSceneDupe_AllSceneToBundleDependenciesAreReturned()
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{
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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PrefabUtility.InstantiatePrefab(AssetDatabase.LoadAssetAtPath<GameObject>(k_PrefabWithMaterialPath), scene);
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EditorSceneManager.SaveScene(scene, k_ScenePath);
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var rule = new CheckSceneDupeDependencies();
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EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(k_ScenePath, true);
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rule.BuiltInResourcesToDependenciesMap(new string[] { editorScene.path });
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rule.IntersectResourcesDepedenciesWithBundleDependencies(new List<GUID>()
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{
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new GUID(AssetDatabase.AssetPathToGUID(k_CheckDupeMyMaterial))
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});
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Assert.IsTrue(rule.m_ResourcesToDependencies.ContainsKey(editorScene.path));
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Assert.AreEqual(1, rule.m_ResourcesToDependencies[editorScene.path].Count);
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Assert.IsTrue(rule.m_ResourcesToDependencies[editorScene.path].Contains(new GUID(AssetDatabase.AssetPathToGUID(k_CheckDupeMyMaterial))));
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//Cleanup
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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}
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[Test]
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public void CheckSceneDupe_SceneDependenciesDoNotIncludeScripts()
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{
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(k_CheckDupePrefabA);
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GameObject g = PrefabUtility.InstantiatePrefab(go, scene) as GameObject;
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g.AddComponent<TestBehaviourWithReference>();
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EditorSceneManager.SaveScene(scene, k_ScenePath);
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var rule = new CheckSceneDupeDependencies();
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EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(k_ScenePath, true);
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rule.BuiltInResourcesToDependenciesMap(new string[] { editorScene.path });
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Assert.IsTrue(rule.m_ResourcesToDependencies.ContainsKey(editorScene.path));
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bool containsAnyScripts = false;
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foreach ( GUID guid in rule.m_ResourcesToDependencies[editorScene.path])
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{
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string path = AssetDatabase.GUIDToAssetPath(guid.ToString());
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if (path.EndsWith(".cs") || path.EndsWith(".dll"))
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{
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containsAnyScripts = true;
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break;
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}
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}
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Assert.IsFalse(containsAnyScripts, "Scripts were included as a duplciate dependency");
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//Cleanup
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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}
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}
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}
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