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!
118 lines
3.3 KiB
C#
118 lines
3.3 KiB
C#
using System.IO;
|
|
using System.Reflection;
|
|
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
using Codice.Client.Common;
|
|
using Codice.Utils;
|
|
using PlasticGui;
|
|
|
|
namespace Unity.PlasticSCM.Editor.AssetUtils
|
|
{
|
|
internal static class AssetsPath
|
|
{
|
|
internal static class GetFullPath
|
|
{
|
|
internal static string ForObject(Object obj)
|
|
{
|
|
string relativePath = AssetDatabase.GetAssetPath(obj);
|
|
|
|
if (string.IsNullOrEmpty(relativePath))
|
|
return null;
|
|
|
|
return Path.GetFullPath(relativePath);
|
|
}
|
|
|
|
internal static string ForGuid(string guid)
|
|
{
|
|
string relativePath = GetAssetPath(guid);
|
|
|
|
if (string.IsNullOrEmpty(relativePath))
|
|
return null;
|
|
|
|
return Path.GetFullPath(relativePath);
|
|
}
|
|
}
|
|
|
|
internal static class GetFullPathUnderWorkspace
|
|
{
|
|
internal static string ForAsset(
|
|
string wkPath,
|
|
string assetPath)
|
|
{
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
return null;
|
|
|
|
string fullPath = Path.GetFullPath(assetPath);
|
|
|
|
if (!PathHelper.IsContainedOn(fullPath, wkPath))
|
|
return null;
|
|
|
|
return fullPath;
|
|
}
|
|
|
|
internal static string ForGuid(
|
|
string wkPath,
|
|
string guid)
|
|
{
|
|
return ForAsset(wkPath, GetAssetPath(guid));
|
|
}
|
|
}
|
|
|
|
internal static string GetLayoutsFolderRelativePath()
|
|
{
|
|
return string.Concat(mAssetsFolderLocation, "/Layouts");
|
|
}
|
|
|
|
internal static string GetStylesFolderRelativePath()
|
|
{
|
|
return string.Concat(mAssetsFolderLocation, "/Styles");
|
|
}
|
|
|
|
internal static string GetImagesFolderRelativePath()
|
|
{
|
|
return string.Concat(mAssetsFolderLocation, "/Images");
|
|
}
|
|
|
|
internal static string GetRelativePath(string fullPath)
|
|
{
|
|
return PathHelper.GetRelativePath(
|
|
mProjectFullPath, fullPath).Substring(1);
|
|
}
|
|
|
|
internal static bool IsRunningAsUPMPackage()
|
|
{
|
|
string unityPlasticDllPath = Path.GetFullPath(
|
|
AssemblyLocation.GetAssemblyDirectory(
|
|
Assembly.GetAssembly(typeof(PlasticLocalization))));
|
|
|
|
return Directory.Exists(
|
|
Path.GetFullPath(Path.Combine(
|
|
unityPlasticDllPath,
|
|
// assets relative path when running as a UPM package
|
|
"../../../Editor/PlasticSCM/Assets")));
|
|
}
|
|
|
|
static string GetAssetPath(string guid)
|
|
{
|
|
if (string.IsNullOrEmpty(guid))
|
|
return null;
|
|
|
|
return AssetDatabase.GUIDToAssetPath(guid);
|
|
}
|
|
|
|
static AssetsPath()
|
|
{
|
|
mAssetsFolderLocation = (IsRunningAsUPMPackage()) ?
|
|
"Packages/com.unity.collab-proxy/Editor/PlasticSCM/Assets" :
|
|
"Assets/Plugins/PlasticSCM/Editor/Assets";
|
|
}
|
|
|
|
static string mProjectFullPath = ProjectPath.
|
|
FromApplicationDataPath(ApplicationDataPath.Get());
|
|
|
|
static string mAssetsFolderLocation;
|
|
}
|
|
}
|