first commit
This commit is contained in:
@@ -0,0 +1,16 @@
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using AssetStoreTools.Utility;
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namespace AssetStoreTools.Exporter
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{
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internal class ExportResult
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{
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public bool Success;
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public string ExportedPath;
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public ASError Error;
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public static implicit operator bool(ExportResult value)
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{
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return value != null && value.Success;
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: ce99a618d1e211444b53f18bb3444f75
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 115
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packageName: Asset Store Publishing Tools
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packageVersion: 11.4.3
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assetPath: Packages/com.unity.asset-store-tools/Editor/Exporter/ExportResult.cs
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uploadId: 681981
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@@ -0,0 +1,18 @@
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namespace AssetStoreTools.Exporter
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{
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public abstract class ExporterSettings
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{
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public string[] ExportPaths;
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public string OutputFilename;
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}
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public class DefaultExporterSettings : ExporterSettings
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{
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public string[] Dependencies;
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}
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public class LegacyExporterSettings : ExporterSettings
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{
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public bool IncludeDependencies;
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 399b115514c617d47a00b8c0a5e430fd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 115
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packageName: Asset Store Publishing Tools
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packageVersion: 11.4.3
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assetPath: Packages/com.unity.asset-store-tools/Editor/Exporter/ExporterSettings.cs
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uploadId: 681981
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@@ -0,0 +1,137 @@
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using AssetStoreTools.Utility;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks;
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using UnityEditor;
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namespace AssetStoreTools.Exporter
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{
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internal abstract class PackageExporter
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{
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protected const string ProgressBarTitle = "Exporting Package";
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protected const string ProgressBarStepSavingAssets = "Saving Assets...";
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protected const string ProgressBarStepGatheringFiles = "Gathering files...";
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protected const string ProgressBarStepCompressingPackage = "Compressing package...";
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private static readonly string[] PluginFolderExtensions = { "androidlib", "bundle", "plugin", "framework", "xcframework" };
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public static async Task<ExportResult> ExportPackage(ExporterSettings exportSettings)
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{
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if (!IsSettingsValid(exportSettings, out Exception e))
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return new ExportResult() { Success = false, Error = ASError.GetGenericError(e) };
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switch (exportSettings)
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{
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case LegacyExporterSettings legacySettings:
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return await PackageExporterLegacy.ExportPackage(legacySettings);
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case DefaultExporterSettings defaultSettings:
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return PackageExporterDefault.ExportPackage(defaultSettings);
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default:
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return new ExportResult() { Success = false, Error = ASError.GetGenericError(new ArgumentException("Unrecognized ExportSettings type was provided")) };
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}
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}
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private static bool IsSettingsValid(ExporterSettings settings, out Exception e)
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{
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e = null;
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if (settings == null)
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e = new ArgumentException("Package Exporting failed: ExporterSettings cannot be null");
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else if (settings.ExportPaths == null || settings.ExportPaths.Length == 0)
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e = new ArgumentException("Package Exporting failed: received an invalid export paths array");
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else if (string.IsNullOrEmpty(settings.OutputFilename))
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e = new ArgumentException("Package Exporting failed: received an invalid output path");
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else if (settings.OutputFilename.EndsWith("/") || settings.OutputFilename.EndsWith("\\"))
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e = new ArgumentException("Package Exporting failed: output path must be a valid filename and not end with a directory separator character");
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return e == null;
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}
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protected string[] GetAssetPaths(string rootPath)
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{
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// To-do: slight optimization is possible in the future by having a list of excluded folders/file extensions
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List<string> paths = new List<string>();
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// Add files within given directory
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var filePaths = Directory.GetFiles(rootPath).Select(p => p.Replace('\\', '/')).ToArray();
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paths.AddRange(filePaths);
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// Add directories within given directory
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var directoryPaths = Directory.GetDirectories(rootPath).Select(p => p.Replace('\\', '/')).ToArray();
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foreach (var nestedDirectory in directoryPaths)
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paths.AddRange(GetAssetPaths(nestedDirectory));
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// Add the given directory itself if it is not empty
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if (filePaths.Length > 0 || directoryPaths.Length > 0)
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paths.Add(rootPath);
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return paths.ToArray();
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}
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protected string GetAssetGuid(string assetPath, bool generateForPlugin, bool hiddenSearch)
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{
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// Skip meta files as they do not have guids
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if (assetPath.EndsWith(".meta"))
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return string.Empty;
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// Skip hidden assets. They normally do not have meta files, but
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// have been observed to retain them in the past due to a Unity bug
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if (assetPath.EndsWith("~"))
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return string.Empty;
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// Skip ProjectVersion.txt file specifically as it may introduce
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// project compatibility issues when imported
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if (string.Compare(assetPath, "ProjectSettings/ProjectVersion.txt", StringComparison.OrdinalIgnoreCase) == 0)
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return string.Empty;
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// Attempt retrieving guid from the Asset Database first
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var guid = AssetDatabase.AssetPathToGUID(assetPath);
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if (guid != string.Empty)
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return guid;
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// Some special folders (e.g. SomeName.framework) do not have meta files inside them.
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// Their contents should be exported with any arbitrary GUID so that Unity Importer could pick them up
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if (generateForPlugin && PathBelongsToPlugin(assetPath))
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return GUID.Generate().ToString();
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// Files in hidden folders (e.g. Samples~) are not part of the Asset Database,
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// therefore GUIDs need to be scraped from the .meta file.
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// Note: only do this for custom exporter since the native exporter
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// will not be able to retrieve the asset path from a hidden folder
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if (hiddenSearch)
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{
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// To-do: handle hidden folders without meta files
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var metaPath = $"{assetPath}.meta";
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if (!File.Exists(metaPath))
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return string.Empty;
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using (StreamReader reader = new StreamReader(metaPath))
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{
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string line;
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while ((line = reader.ReadLine()) != string.Empty)
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{
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if (!line.StartsWith("guid:"))
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continue;
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var metaGuid = line.Substring("guid:".Length).Trim();
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return metaGuid;
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}
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}
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}
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return string.Empty;
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}
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private bool PathBelongsToPlugin(string assetPath)
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{
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return PluginFolderExtensions.Any(extension => assetPath.ToLower().Contains($".{extension}/"));
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}
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protected virtual void PostExportCleanup()
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{
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EditorUtility.ClearProgressBar();
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 52ef11a59e545544fafaa99a5fa6cce9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 115
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packageName: Asset Store Publishing Tools
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packageVersion: 11.4.3
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assetPath: Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporter.cs
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uploadId: 681981
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@@ -0,0 +1,321 @@
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using AssetStoreTools.Uploader.Utility;
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using AssetStoreTools.Utility;
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using AssetStoreTools.Utility.Json;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace AssetStoreTools.Exporter
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{
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internal class PackageExporterDefault : PackageExporter
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{
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private const string TemporaryExportPathName = "CustomExport";
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private DefaultExporterSettings _exportSettings;
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private PackageExporterDefault(DefaultExporterSettings exportSettings)
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{
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_exportSettings = exportSettings;
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}
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public static ExportResult ExportPackage(DefaultExporterSettings exportSettings)
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{
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var exporter = new PackageExporterDefault(exportSettings);
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return exporter.ExportPackage();
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}
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private ExportResult ExportPackage()
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{
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ASDebug.Log("Using custom package exporter");
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// Save assets before exporting
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EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepSavingAssets, 0.1f);
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AssetDatabase.SaveAssets();
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try
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{
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// Create a temporary export path
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var temporaryExportPath = GetTemporaryExportPath();
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if (!Directory.Exists(temporaryExportPath))
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Directory.CreateDirectory(temporaryExportPath);
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// Construct an unzipped package structure
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CreateTempPackageStructure(temporaryExportPath);
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// Build a .unitypackage file from the temporary folder
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CreateUnityPackage(temporaryExportPath, _exportSettings.OutputFilename);
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EditorUtility.RevealInFinder(_exportSettings.OutputFilename);
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ASDebug.Log($"Package file has been created at {_exportSettings.OutputFilename}");
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return new ExportResult() { Success = true, ExportedPath = _exportSettings.OutputFilename };
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}
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catch (Exception e)
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{
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return new ExportResult() { Success = false, Error = ASError.GetGenericError(e) };
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}
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finally
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{
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PostExportCleanup();
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}
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}
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private string GetTemporaryExportPath()
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{
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return $"{AssetStoreCache.TempCachePath}/{TemporaryExportPathName}";
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}
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private void CreateTempPackageStructure(string tempOutputPath)
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{
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EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGatheringFiles, 0.4f);
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var pathGuidPairs = GetPathGuidPairs(_exportSettings.ExportPaths);
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// Caching asset previews takes time, so we'll start doing it as we
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// iterate through assets and only retrieve them after generating the rest
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// of the package structure
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AssetPreview.SetPreviewTextureCacheSize(pathGuidPairs.Count + 100);
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var pathObjectPairs = new Dictionary<string, UnityEngine.Object>();
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foreach (var pair in pathGuidPairs)
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{
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var originalAssetPath = pair.Key;
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var outputAssetPath = $"{tempOutputPath}/{pair.Value}";
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if (Directory.Exists(outputAssetPath))
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{
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var path1 = File.ReadAllText($"{outputAssetPath}/pathname");
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var path2 = originalAssetPath;
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throw new InvalidOperationException($"Multiple assets with guid {pair.Value} have been detected " +
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$"when exporting the package. Please resolve the guid conflicts and try again:\n{path1}\n{path2}");
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}
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Directory.CreateDirectory(outputAssetPath);
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// Every exported asset has a pathname file
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using (StreamWriter writer = new StreamWriter($"{outputAssetPath}/pathname"))
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writer.Write(originalAssetPath);
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// Only files (not folders) have an asset file
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if (File.Exists(originalAssetPath))
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File.Copy(originalAssetPath, $"{outputAssetPath}/asset");
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// Most files and folders have an asset.meta file (but ProjectSettings folder assets do not)
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if (File.Exists($"{originalAssetPath}.meta"))
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File.Copy($"{originalAssetPath}.meta", $"{outputAssetPath}/asset.meta");
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// To-do: handle previews in hidden folders as they are not part of the AssetDatabase
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var previewObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(originalAssetPath);
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if (previewObject == null)
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continue;
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// Start caching the asset preview
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AssetPreview.GetAssetPreview(previewObject);
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pathObjectPairs.Add(outputAssetPath, previewObject);
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}
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WritePreviewTextures(pathObjectPairs);
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if (_exportSettings.Dependencies == null || _exportSettings.Dependencies.Length == 0)
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return;
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var exportDependenciesDict = JsonValue.NewDict();
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var allRegistryPackages = PackageUtility.GetAllRegistryPackages();
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foreach(var exportDependency in _exportSettings.Dependencies)
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{
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var registryPackage = allRegistryPackages.FirstOrDefault(x => x.name == exportDependency);
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if (registryPackage == null)
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{
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// Package is either not from a registry source or does not exist in the project
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UnityEngine.Debug.LogWarning($"Found an unsupported Package Manager dependency: {exportDependency}.\n" +
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"This dependency is not supported in the project's manifest.json and will be skipped.");
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continue;
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}
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exportDependenciesDict[registryPackage.name] = registryPackage.version;
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}
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var exportManifestJson = JsonValue.NewDict();
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exportManifestJson["dependencies"] = exportDependenciesDict;
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var tempManifestDirectoryPath = $"{tempOutputPath}/packagemanagermanifest";
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Directory.CreateDirectory(tempManifestDirectoryPath);
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var tempManifestFilePath = $"{tempManifestDirectoryPath}/asset";
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File.WriteAllText(tempManifestFilePath, exportManifestJson.ToString());
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}
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private Dictionary<string, string> GetPathGuidPairs(string[] exportPaths)
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{
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var pathGuidPairs = new Dictionary<string, string>();
|
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|
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foreach (var exportPath in exportPaths)
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{
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var assetPaths = GetAssetPaths(exportPath);
|
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|
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foreach (var assetPath in assetPaths)
|
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{
|
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var guid = GetAssetGuid(assetPath, true, true);
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if (string.IsNullOrEmpty(guid))
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continue;
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pathGuidPairs.Add(assetPath, guid);
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}
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}
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return pathGuidPairs;
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}
|
||||
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private void WritePreviewTextures(Dictionary<string, UnityEngine.Object> pathObjectPairs)
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{
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foreach (var kvp in pathObjectPairs)
|
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{
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var obj = kvp.Value;
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var queuePreview = false;
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switch (obj)
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{
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case Material _:
|
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case TerrainLayer _:
|
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case AudioClip _:
|
||||
case Mesh _:
|
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case Texture _:
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case UnityEngine.Tilemaps.Tile _:
|
||||
case GameObject _:
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queuePreview = true;
|
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break;
|
||||
}
|
||||
|
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if (!queuePreview)
|
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continue;
|
||||
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AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _);
|
||||
var preview = GetAssetPreviewFromGuid(guid);
|
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|
||||
if (!preview)
|
||||
continue;
|
||||
|
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var thumbnailWidth = Mathf.Min(preview.width, 128);
|
||||
var thumbnailHeight = Mathf.Min(preview.height, 128);
|
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var rt = RenderTexture.GetTemporary(thumbnailWidth, thumbnailHeight, 0, RenderTextureFormat.Default, RenderTextureReadWrite.sRGB);
|
||||
|
||||
var copy = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);
|
||||
|
||||
RenderTexture.active = rt;
|
||||
GL.Clear(true, true, new Color(0, 0, 0, 0));
|
||||
Graphics.Blit(preview, rt);
|
||||
copy.ReadPixels(new Rect(0, 0, copy.width, copy.height), 0, 0, false);
|
||||
copy.Apply();
|
||||
RenderTexture.active = null;
|
||||
|
||||
var bytes = copy.EncodeToPNG();
|
||||
if (bytes != null && bytes.Length > 0)
|
||||
{
|
||||
File.WriteAllBytes(kvp.Key + "/preview.png", bytes);
|
||||
}
|
||||
|
||||
RenderTexture.ReleaseTemporary(rt);
|
||||
}
|
||||
}
|
||||
|
||||
private Texture2D GetAssetPreviewFromGuid(string guid)
|
||||
{
|
||||
var method = typeof(AssetPreview).GetMethod("GetAssetPreviewFromGUID", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new[] { typeof(string) }, null);
|
||||
var args = new object[] { guid };
|
||||
|
||||
return method?.Invoke(null, args) as Texture2D;
|
||||
}
|
||||
|
||||
private void CreateUnityPackage(string pathToArchive, string outputPath)
|
||||
{
|
||||
if (Directory.GetDirectories(pathToArchive).Length == 0)
|
||||
throw new InvalidOperationException("Unable to export package. The specified path is empty");
|
||||
|
||||
EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepCompressingPackage, 0.5f);
|
||||
|
||||
// Archiving process working path will be set to the
|
||||
// temporary package path so adjust the output path accordingly
|
||||
if (!Path.IsPathRooted(outputPath))
|
||||
outputPath = $"{Application.dataPath.Substring(0, Application.dataPath.Length - "/Assets".Length)}/{outputPath}";
|
||||
|
||||
#if UNITY_EDITOR_WIN
|
||||
CreateUnityPackageUniversal(pathToArchive, outputPath);
|
||||
#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
|
||||
CreateUnityPackageOsxLinux(pathToArchive, outputPath);
|
||||
#endif
|
||||
}
|
||||
|
||||
private void CreateUnityPackageUniversal(string pathToArchive, string outputPath)
|
||||
{
|
||||
var _7zPath = EditorApplication.applicationContentsPath;
|
||||
#if UNITY_EDITOR_WIN
|
||||
_7zPath = Path.Combine(_7zPath, "Tools", "7z.exe");
|
||||
#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
|
||||
_7zPath = Path.Combine(_7zPath, "Tools", "7za");
|
||||
#endif
|
||||
if (!File.Exists(_7zPath))
|
||||
throw new FileNotFoundException("Archiving utility was not found in your Unity installation directory");
|
||||
|
||||
var argumentsTar = $"a -r -ttar -y -bd archtemp.tar .";
|
||||
var result = StartProcess(_7zPath, argumentsTar, pathToArchive);
|
||||
if (result != 0)
|
||||
throw new Exception("Failed to compress the package");
|
||||
|
||||
// Create a GZIP archive
|
||||
var argumentsGzip = $"a -tgzip -bd -y \"{outputPath}\" archtemp.tar";
|
||||
result = StartProcess(_7zPath, argumentsGzip, pathToArchive);
|
||||
if (result != 0)
|
||||
throw new Exception("Failed to compress the package");
|
||||
}
|
||||
|
||||
private void CreateUnityPackageOsxLinux(string pathToArchive, string outputPath)
|
||||
{
|
||||
var tarPath = "/usr/bin/tar";
|
||||
|
||||
if (!File.Exists(tarPath))
|
||||
{
|
||||
// Fallback to the universal export method
|
||||
ASDebug.LogWarning("'/usr/bin/tar' executable not found. Falling back to 7za");
|
||||
CreateUnityPackageUniversal(pathToArchive, outputPath);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a TAR archive
|
||||
var arguments = $"-czpf \"{outputPath}\" .";
|
||||
var result = StartProcess(tarPath, arguments, pathToArchive);
|
||||
if (result != 0)
|
||||
throw new Exception("Failed to compress the package");
|
||||
}
|
||||
|
||||
private int StartProcess(string processPath, string arguments, string workingDirectory)
|
||||
{
|
||||
var info = new ProcessStartInfo()
|
||||
{
|
||||
FileName = processPath,
|
||||
Arguments = arguments,
|
||||
WorkingDirectory = workingDirectory,
|
||||
CreateNoWindow = true,
|
||||
UseShellExecute = false
|
||||
};
|
||||
|
||||
using (Process process = Process.Start(info))
|
||||
{
|
||||
process.WaitForExit();
|
||||
return process.ExitCode;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void PostExportCleanup()
|
||||
{
|
||||
base.PostExportCleanup();
|
||||
|
||||
var tempExportPath = GetTemporaryExportPath();
|
||||
if (Directory.Exists(tempExportPath))
|
||||
Directory.Delete(tempExportPath, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32f50122a1b2bc2428cf8fba321e2414
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 115
|
||||
packageName: Asset Store Publishing Tools
|
||||
packageVersion: 11.4.3
|
||||
assetPath: Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterDefault.cs
|
||||
uploadId: 681981
|
||||
@@ -0,0 +1,102 @@
|
||||
using AssetStoreTools.Utility;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace AssetStoreTools.Exporter
|
||||
{
|
||||
internal class PackageExporterLegacy : PackageExporter
|
||||
{
|
||||
private const string ExportMethodWithoutDependencies = "UnityEditor.PackageUtility.ExportPackage";
|
||||
private const string ExportMethodWithDependencies = "UnityEditor.PackageUtility.ExportPackageAndPackageManagerManifest";
|
||||
|
||||
private LegacyExporterSettings _exportSettings;
|
||||
|
||||
private PackageExporterLegacy(LegacyExporterSettings exportSettings)
|
||||
{
|
||||
_exportSettings = exportSettings;
|
||||
}
|
||||
|
||||
public static async Task<ExportResult> ExportPackage(LegacyExporterSettings exportSettings)
|
||||
{
|
||||
var exporter = new PackageExporterLegacy(exportSettings);
|
||||
return await exporter.ExportPackage();
|
||||
}
|
||||
|
||||
private async Task<ExportResult> ExportPackage()
|
||||
{
|
||||
ASDebug.Log("Using native package exporter");
|
||||
|
||||
try
|
||||
{
|
||||
var guids = GetGuids(_exportSettings.ExportPaths, out bool onlyFolders);
|
||||
|
||||
if (guids.Length == 0 || onlyFolders)
|
||||
throw new ArgumentException("Package Exporting failed: provided export paths are empty or only contain empty folders");
|
||||
|
||||
string exportMethod = ExportMethodWithoutDependencies;
|
||||
if (_exportSettings.IncludeDependencies)
|
||||
exportMethod = ExportMethodWithDependencies;
|
||||
|
||||
var split = exportMethod.Split('.');
|
||||
var assembly = Assembly.Load(split[0]); // UnityEditor
|
||||
var typeName = $"{split[0]}.{split[1]}"; // UnityEditor.PackageUtility
|
||||
var methodName = split[2]; // ExportPackage or ExportPackageAndPackageManagerManifest
|
||||
|
||||
var type = assembly.GetType(typeName);
|
||||
var method = type.GetMethod(methodName, BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,
|
||||
null, new Type[] { typeof(string[]), typeof(string) }, null);
|
||||
|
||||
ASDebug.Log("Invoking native export method");
|
||||
|
||||
method?.Invoke(null, new object[] { guids, _exportSettings.OutputFilename });
|
||||
|
||||
// The internal exporter methods are asynchronous, therefore
|
||||
// we need to wait for exporting to finish before returning
|
||||
await Task.Run(() =>
|
||||
{
|
||||
while (!File.Exists(_exportSettings.OutputFilename))
|
||||
Thread.Sleep(100);
|
||||
});
|
||||
|
||||
ASDebug.Log($"Package file has been created at {_exportSettings.OutputFilename}");
|
||||
return new ExportResult() { Success = true, ExportedPath = _exportSettings.OutputFilename };
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
return new ExportResult() { Success = false, Error = ASError.GetGenericError(e) };
|
||||
}
|
||||
finally
|
||||
{
|
||||
PostExportCleanup();
|
||||
}
|
||||
}
|
||||
|
||||
private string[] GetGuids(string[] exportPaths, out bool onlyFolders)
|
||||
{
|
||||
var guids = new List<string>();
|
||||
onlyFolders = true;
|
||||
|
||||
foreach (var exportPath in exportPaths)
|
||||
{
|
||||
var assetPaths = GetAssetPaths(exportPath);
|
||||
|
||||
foreach (var assetPath in assetPaths)
|
||||
{
|
||||
var guid = GetAssetGuid(assetPath, false, false);
|
||||
if (string.IsNullOrEmpty(guid))
|
||||
continue;
|
||||
|
||||
guids.Add(guid);
|
||||
if (onlyFolders == true && (File.Exists(assetPath)))
|
||||
onlyFolders = false;
|
||||
}
|
||||
}
|
||||
|
||||
return guids.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3200380dff2de104aa79620e4b41dc70
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 115
|
||||
packageName: Asset Store Publishing Tools
|
||||
packageVersion: 11.4.3
|
||||
assetPath: Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterLegacy.cs
|
||||
uploadId: 681981
|
||||
Reference in New Issue
Block a user