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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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