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