b486678290
Library -Artifacts
142 lines
4.3 KiB
C#
142 lines
4.3 KiB
C#
using System;
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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internal static class URP2DConverterUtility
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{
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public static bool IsMaterialPath(string path, string id)
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{
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if (string.IsNullOrEmpty(path))
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throw new ArgumentNullException(nameof(path));
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if (path.StartsWith("Packages"))
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return false;
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if (path.EndsWith(".mat"))
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return URP2DConverterUtility.DoesFileContainString(path, new string[] { id });
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return false;
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}
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public static bool IsPrefabOrScenePath(string path, string[] ids)
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{
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if (string.IsNullOrEmpty(path))
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throw new ArgumentNullException(nameof(path));
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if (path.StartsWith("Packages"))
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return false;
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if (path.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".unity", StringComparison.OrdinalIgnoreCase))
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return URP2DConverterUtility.DoesFileContainString(path, ids);
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return false;
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}
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public static bool IsPrefabOrScenePath(string path, string id)
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{
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return IsPrefabOrScenePath(path, new string[] { id });
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}
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public static bool DoesFileContainString(string path, string[] strs)
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{
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if (strs != null && strs.Length > 0)
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{
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using (StreamReader file = File.OpenText(path))
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{
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string line;
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while ((line = file.ReadLine()) != null)
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{
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for (int i = 0; i < strs.Length; i++)
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{
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if (line.Contains(strs[i]))
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return true;
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}
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}
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}
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}
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return false;
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}
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public static string UpgradePrefab(string path, Action<GameObject> objectUpgrader)
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{
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UnityEngine.Object[] objects = AssetDatabase.LoadAllAssetsAtPath(path);
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int firstIndex = 0;
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for (int i = 0; i < objects.Length; i++)
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{
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if (objects[i] as GameObject)
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{
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firstIndex = i;
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break;
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}
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}
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// There should be no need to check this as we have already determined that there is something that needs upgrading
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if (!PrefabUtility.IsPartOfImmutablePrefab(objects[firstIndex]))
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{
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for (int objIndex = 0; objIndex < objects.Length; objIndex++)
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{
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GameObject go = objects[objIndex] as GameObject;
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if (go != null)
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{
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objectUpgrader(go);
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}
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}
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GameObject asset = objects[firstIndex] as GameObject;
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PrefabUtility.SavePrefabAsset(asset.transform.root.gameObject);
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return string.Empty;
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}
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return "Unable to modify an immutable prefab";
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}
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public static void UpgradeScene(string path, Action<GameObject> objectUpgrader)
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{
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Scene scene = new Scene();
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bool openedByUser = false;
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for (int i = 0; i < SceneManager.sceneCount && !openedByUser; i++)
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{
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scene = SceneManager.GetSceneAt(i);
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if (path == scene.path)
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openedByUser = true;
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}
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if (!openedByUser)
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scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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foreach (GameObject go in gameObjects)
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objectUpgrader(go);
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EditorSceneManager.SaveScene(scene);
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if (!openedByUser)
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EditorSceneManager.CloseScene(scene, true);
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}
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public static void UpgradeMaterial(string path, Shader oldShader, Shader newShader)
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{
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Material material = AssetDatabase.LoadAssetAtPath<Material>(path);
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if (material.shader == oldShader)
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material.shader = newShader;
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GUID guid = AssetDatabase.GUIDFromAssetPath(path);
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AssetDatabase.SaveAssetIfDirty(guid);
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}
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public static string GetObjectIDString(UnityEngine.Object obj)
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{
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string guid;
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long localId;
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if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj.GetInstanceID(), out guid, out localId))
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return "fileID: " + localId + ", guid: " + guid;
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return null;
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}
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}
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