9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
142 lines
4.5 KiB
C#
142 lines
4.5 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor.VersionControl;
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using PlasticGui.WorkspaceWindow.Items;
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using Unity.PlasticSCM.Editor.AssetsOverlays;
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using Unity.PlasticSCM.Editor.AssetsOverlays.Cache;
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using Unity.PlasticSCM.Editor.AssetUtils;
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namespace Unity.PlasticSCM.Editor.AssetMenu
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{
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internal static class AssetsSelection
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{
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internal static Asset GetSelectedAsset(
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string wkPath,
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AssetList assetList)
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{
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if (assetList.Count == 0)
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return null;
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foreach (Asset asset in assetList)
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{
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if (AssetsPath.GetFullPathUnderWorkspace.
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ForAsset(wkPath, asset.path) == null)
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continue;
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return asset;
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}
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return null;
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}
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internal static string GetSelectedPath(
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string wkPath,
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AssetList assetList)
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{
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Asset result = GetSelectedAsset(wkPath, assetList);
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if (result == null)
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return null;
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return Path.GetFullPath(result.path);
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}
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internal static List<string> GetSelectedPaths(
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string wkPath,
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AssetList assetList)
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{
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List<string> result = new List<string>();
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foreach (Asset asset in assetList)
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{
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string fullPath = AssetsPath.GetFullPathUnderWorkspace.
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ForAsset(wkPath, asset.path);
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if (fullPath == null)
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continue;
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result.Add(fullPath);
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}
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return result;
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}
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internal static SelectedPathsGroupInfo GetSelectedPathsGroupInfo(
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string wkPath,
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AssetList assetList,
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IAssetStatusCache statusCache)
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{
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SelectedPathsGroupInfo result = new SelectedPathsGroupInfo();
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if (assetList.Count == 0)
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return result;
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result.IsRootSelected = false;
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result.IsCheckedoutEverySelected = true;
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result.IsDirectoryEverySelected = true;
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result.IsCheckedinEverySelected = true;
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result.IsChangedEverySelected = true;
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foreach (Asset asset in assetList)
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{
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string fullPath = AssetsPath.GetFullPathUnderWorkspace.
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ForAsset(wkPath, asset.path);
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if (fullPath == null)
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continue;
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if (MetaPath.IsMetaPath(fullPath))
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fullPath = MetaPath.GetPathFromMetaPath(fullPath);
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AssetStatus status = statusCache.GetStatus(fullPath);
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string assetName = GetAssetName(asset);
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result.IsCheckedoutEverySelected &= ClassifyAssetStatus.IsCheckedOut(status);
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result.IsDirectoryEverySelected &= asset.isFolder;
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result.IsCheckedinEverySelected &= false; // TODO: not implemented yet
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result.IsChangedEverySelected &= false; // TODO: not implemented yet
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result.IsAnyDirectorySelected |= asset.isFolder;
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result.IsAnyPrivateSelected |= ClassifyAssetStatus.IsPrivate(status);
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result.FilterInfo.IsAnyIgnoredSelected |= ClassifyAssetStatus.IsIgnored(status);
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result.FilterInfo.IsAnyHiddenChangedSelected |= ClassifyAssetStatus.IsHiddenChanged(status);
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result.SelectedCount++;
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if (result.SelectedCount == 1)
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{
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result.FirstIsControlled = ClassifyAssetStatus.IsControlled(status);
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result.FirstIsDirectory = asset.isFolder;
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result.FilterInfo.CommonName = assetName;
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result.FilterInfo.CommonExtension = Path.GetExtension(assetName);
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result.FilterInfo.CommonFullPath = asset.assetPath;
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continue;
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}
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if (result.FilterInfo.CommonName != assetName)
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result.FilterInfo.CommonName = null;
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if (result.FilterInfo.CommonExtension != Path.GetExtension(assetName))
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result.FilterInfo.CommonExtension = null;
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if (result.FilterInfo.CommonFullPath != asset.assetPath)
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result.FilterInfo.CommonFullPath = null;
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}
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return result;
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}
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static string GetAssetName(Asset asset)
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{
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if (asset.isFolder)
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return Path.GetFileName(Path.GetDirectoryName(asset.path));
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return asset.fullName;
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}
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}
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}
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