using System; using System.IO; using UnityEngine.Assertions; #if UNITY_EDITOR using UnityEditor; using System.Reflection; #endif namespace UnityEngine.Rendering { #if UNITY_EDITOR /// /// The resources that need to be reloaded in Editor can live in Runtime. /// The reload call should only be done in Editor context though but it /// could be called from runtime entities. /// public static class ResourceReloader { /// /// Looks for resources in the given object and reload the ones /// that are missing or broken. /// This version will still return null value without throwing error if the issue is due to /// AssetDatabase being not ready. But in this case the assetDatabaseNotReady result will be true. /// /// The object containing reload-able resources /// The base path for the package /// /// - 1 hasChange: True if something have been reloaded. /// - 2 assetDatabaseNotReady: True if the issue preventing loading is due to state of AssetDatabase /// public static (bool hasChange, bool assetDatabaseNotReady) TryReloadAllNullIn(System.Object container, string basePath) { try { return (ReloadAllNullIn(container, basePath), false); } catch (Exception e) { if (!(e.Data.Contains("InvalidImport") && e.Data["InvalidImport"] is int && (int)e.Data["InvalidImport"] == 1)) throw e; return (false, true); } } /// /// Looks for resources in the given object and reload the ones /// that are missing or broken. /// /// The object containing reload-able resources /// The base path for the package /// True if something have been reloaded. public static bool ReloadAllNullIn(System.Object container, string basePath) { if (IsNull(container)) return false; var changed = false; foreach (var fieldInfo in container.GetType().GetFields(BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance | BindingFlags.Static)) { //Recurse on sub-containers if (IsReloadGroup(fieldInfo)) { changed |= FixGroupIfNeeded(container, fieldInfo); changed |= ReloadAllNullIn(fieldInfo.GetValue(container), basePath); } //Find null field and reload them var attribute = GetReloadAttribute(fieldInfo); if (attribute != null) { if (attribute.paths.Length == 1) { changed |= SetAndLoadIfNull(container, fieldInfo, GetFullPath(basePath, attribute), attribute.package == ReloadAttribute.Package.Builtin); } else if (attribute.paths.Length > 1) { changed |= FixArrayIfNeeded(container, fieldInfo, attribute.paths.Length); var array = (Array)fieldInfo.GetValue(container); if (IsReloadGroup(array)) { //Recurse on each sub-containers for (int index = 0; index < attribute.paths.Length; ++index) { changed |= FixGroupIfNeeded(array, index); changed |= ReloadAllNullIn(array.GetValue(index), basePath); } } else { bool builtin = attribute.package == ReloadAttribute.Package.Builtin; //Find each null element and reload them for (int index = 0; index < attribute.paths.Length; ++index) changed |= SetAndLoadIfNull(array, index, GetFullPath(basePath, attribute, index), builtin); } } } } if (changed && container is UnityEngine.Object c) EditorUtility.SetDirty(c); return changed; } static bool FixGroupIfNeeded(System.Object container, FieldInfo info) { if (IsNull(container, info)) { var type = info.FieldType; var value = type.IsSubclassOf(typeof(ScriptableObject)) ? ScriptableObject.CreateInstance(type) : Activator.CreateInstance(type); info.SetValue( container, value ); return true; } return false; } static bool FixGroupIfNeeded(Array array, int index) { Assert.IsNotNull(array); if (IsNull(array.GetValue(index))) { var type = array.GetType().GetElementType(); var value = type.IsSubclassOf(typeof(ScriptableObject)) ? ScriptableObject.CreateInstance(type) : Activator.CreateInstance(type); array.SetValue( value, index ); return true; } return false; } static bool FixArrayIfNeeded(System.Object container, FieldInfo info, int length) { if (IsNull(container, info) || ((Array)info.GetValue(container)).Length < length) { info.SetValue( container, Activator.CreateInstance(info.FieldType, length) ); return true; } return false; } static ReloadAttribute GetReloadAttribute(FieldInfo fieldInfo) { var attributes = (ReloadAttribute[])fieldInfo .GetCustomAttributes(typeof(ReloadAttribute), false); if (attributes.Length == 0) return null; return attributes[0]; } static bool IsReloadGroup(FieldInfo info) => info.FieldType .GetCustomAttributes(typeof(ReloadGroupAttribute), false).Length > 0; static bool IsReloadGroup(Array field) => field.GetType().GetElementType() .GetCustomAttributes(typeof(ReloadGroupAttribute), false).Length > 0; static bool IsNull(System.Object container, FieldInfo info) => IsNull(info.GetValue(container)); static bool IsNull(System.Object field) => field == null || field.Equals(null); static UnityEngine.Object Load(string path, Type type, bool builtin) { // Check if asset exist. // Direct loading can be prevented by AssetDatabase being reloading. var guid = AssetDatabase.AssetPathToGUID(path); if (!builtin && String.IsNullOrEmpty(guid)) throw new Exception($"Cannot load. Incorrect path: {path}"); // Else the path is good. Attempt loading resource if AssetDatabase available. UnityEngine.Object result; if (builtin && type == typeof(Shader)) result = Shader.Find(path); else result = AssetDatabase.LoadAssetAtPath(path, type); if (IsNull(result)) { var e = new Exception($"Cannot load. Path {path} is correct but AssetDatabase cannot load now."); e.Data["InvalidImport"] = 1; throw e; } return result; } static bool SetAndLoadIfNull(System.Object container, FieldInfo info, string path, bool builtin) { if (IsNull(container, info)) { info.SetValue(container, Load(path, info.FieldType, builtin)); return true; } return false; } static bool SetAndLoadIfNull(Array array, int index, string path, bool builtin) { var element = array.GetValue(index); if (IsNull(element)) { array.SetValue(Load(path, array.GetType().GetElementType(), builtin), index); return true; } return false; } static string GetFullPath(string basePath, ReloadAttribute attribute, int index = 0) { string path; switch (attribute.package) { case ReloadAttribute.Package.Builtin: path = attribute.paths[index]; break; case ReloadAttribute.Package.Root: path = basePath + "/" + attribute.paths[index]; break; default: throw new ArgumentException("Unknown Package Path!"); } return path; } } #endif /// /// Attribute specifying information to reload with . This is only /// used in the editor and doesn't have any effect at runtime. /// /// /// [AttributeUsage(AttributeTargets.Field)] public sealed class ReloadAttribute : Attribute { /// /// Lookup method for a resource. /// public enum Package { /// /// Used for builtin resources when the resource isn't part of the package (i.e. builtin /// shaders). /// Builtin, /// /// Used for resources inside the package. /// Root }; #if UNITY_EDITOR /// /// The lookup method. /// public readonly Package package; /// /// Search paths. /// public readonly string[] paths; #endif /// /// Creates a new for an array by specifying each resource /// path individually. /// /// Search paths /// The lookup method public ReloadAttribute(string[] paths, Package package = Package.Root) { #if UNITY_EDITOR this.paths = paths; this.package = package; #endif } /// /// Creates a new for a single resource. /// /// Search path /// The lookup method public ReloadAttribute(string path, Package package = Package.Root) : this(new[] { path }, package) { } /// /// Creates a new for an array using automatic path name /// numbering. /// /// The format used for the path /// The array start index (inclusive) /// The array end index (exclusive) /// The lookup method public ReloadAttribute(string pathFormat, int rangeMin, int rangeMax, Package package = Package.Root) { #if UNITY_EDITOR this.package = package; paths = new string[rangeMax - rangeMin]; for (int index = rangeMin, i = 0; index < rangeMax; ++index, ++i) paths[i] = string.Format(pathFormat, index); #endif } } /// /// Attribute specifying that it contains element that should be reloaded. /// If the instance of the class is null, the system will try to recreate /// it with the default constructor. /// Be sure classes using it have default constructor! /// /// [AttributeUsage(AttributeTargets.Class)] public sealed class ReloadGroupAttribute : Attribute { } }