Singularity/Library/PackageCache/com.unity.2d.spriteshape@7.0.7/Editor/ObjectMenuCreation/AssetCreation.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.IO;
using System.Linq;
using UnityEditor.Presets;
using UnityEditor.U2D.Common;
using UnityEngine;
namespace UnityEditor.U2D.SpriteShape
{
internal static class AssetCreation
{
const int k_SpriteShapeAssetMenuPriority = 9;
static internal Action<int, ProjectWindowCallback.EndNameEditAction, string, Texture2D, string> StartNewAssetNameEditingDelegate = ProjectWindowUtil.StartNameEditingIfProjectWindowExists;
[MenuItem("Assets/Create/2D/Sprite Shape Profile", priority = k_SpriteShapeAssetMenuPriority)]
static void MenuItem_AssetsCreate2DSpriteShapeProfile(MenuCommand menuCommand)
{
var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.U2D.SpriteShape>("Packages/com.unity.2d.spriteshape/Editor/ObjectMenuCreation/DefaultAssets/Sprite Shape Profiles/Sprite Shape Profile.asset");
var preset = new PresetType(asset);
var defaults = Preset.GetDefaultPresetsForType(preset).Count(x => x.enabled);
if (defaults == 0)
CreateAssetObject(asset);
else
CreateAssetObject<UnityEngine.U2D.SpriteShape>(null);
}
static public T CreateAssetObject<T>(T obj) where T : UnityEngine.Object
{
var assetSelectionPath = AssetDatabase.GetAssetPath(Selection.activeObject);
var isFolder = false;
if(!string.IsNullOrEmpty(assetSelectionPath))
isFolder = File.GetAttributes(assetSelectionPath).HasFlag(FileAttributes.Directory);
var path = InternalEditorBridge.GetProjectWindowActiveFolderPath();
if (isFolder)
{
path = assetSelectionPath;
}
string resourceFile = "";
string destName = "";
int instanceId = 0;
string fileName = "";
if (obj != null)
{
resourceFile = AssetDatabase.GetAssetPath(obj);
fileName = System.IO.Path.GetFileName(resourceFile);
}
else
{
obj = ObjectFactory.CreateInstance<T>();
instanceId = obj.GetInstanceID();
fileName = "Sprite Shape Profile.asset";
}
destName = AssetDatabase.GenerateUniqueAssetPath(System.IO.Path.Combine(path, fileName));
var icon = AssetPreview.GetMiniThumbnail(obj);
StartNewAssetNameEditing(resourceFile, destName, icon, instanceId);
return Selection.activeObject as T;
}
static private void StartNewAssetNameEditing(string source, string dest, Texture2D icon, int instanceId)
{
CreateAssetEndNameEditAction action = ScriptableObject.CreateInstance<CreateAssetEndNameEditAction>();
StartNewAssetNameEditingDelegate(instanceId, action, dest, icon, source);
}
internal class CreateAssetEndNameEditAction : ProjectWindowCallback.EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var uniqueName = AssetDatabase.GenerateUniqueAssetPath(pathName);
// ProjectWindowUtil.StartNameEditingIfProjectWindowExists(int instanceID, EndNameEditAction endAction, string pathName, Texture2D icon, string resourceFile)
// will reset the instanceId to Int32.MaxValue - 1 if its 0. Looks like a new trunk change ?
var validInstanceId = (instanceId != 0 && instanceId != InternalEditorBridge.GetAssetCreationInstanceID_ForNonExistingAssets());
if (!validInstanceId && !string.IsNullOrEmpty(resourceFile))
{
AssetDatabase.CopyAsset(resourceFile, uniqueName);
}
else
{
var obj = EditorUtility.InstanceIDToObject(instanceId);
AssetDatabase.CreateAsset(obj, uniqueName);
}
}
}
}
}