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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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foreach (var exportPath in exportPaths)
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{
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var assetPaths = GetAssetPaths(exportPath);
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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 _:
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case Mesh _:
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case Texture _:
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case UnityEngine.Tilemaps.Tile _:
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case GameObject _:
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queuePreview = true;
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break;
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}
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if (!queuePreview)
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continue;
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AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _);
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var preview = GetAssetPreviewFromGuid(guid);
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if (!preview)
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continue;
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var thumbnailWidth = Mathf.Min(preview.width, 128);
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var thumbnailHeight = Mathf.Min(preview.height, 128);
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var rt = RenderTexture.GetTemporary(thumbnailWidth, thumbnailHeight, 0, RenderTextureFormat.Default, RenderTextureReadWrite.sRGB);
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var copy = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false);
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RenderTexture.active = rt;
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GL.Clear(true, true, new Color(0, 0, 0, 0));
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Graphics.Blit(preview, rt);
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copy.ReadPixels(new Rect(0, 0, copy.width, copy.height), 0, 0, false);
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copy.Apply();
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RenderTexture.active = null;
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var bytes = copy.EncodeToPNG();
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if (bytes != null && bytes.Length > 0)
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{
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File.WriteAllBytes(kvp.Key + "/preview.png", bytes);
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}
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RenderTexture.ReleaseTemporary(rt);
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}
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}
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private Texture2D GetAssetPreviewFromGuid(string guid)
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{
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var method = typeof(AssetPreview).GetMethod("GetAssetPreviewFromGUID", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new[] { typeof(string) }, null);
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var args = new object[] { guid };
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return method?.Invoke(null, args) as Texture2D;
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}
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private void CreateUnityPackage(string pathToArchive, string outputPath)
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{
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if (Directory.GetDirectories(pathToArchive).Length == 0)
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throw new InvalidOperationException("Unable to export package. The specified path is empty");
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EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepCompressingPackage, 0.5f);
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// Archiving process working path will be set to the
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// temporary package path so adjust the output path accordingly
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if (!Path.IsPathRooted(outputPath))
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outputPath = $"{Application.dataPath.Substring(0, Application.dataPath.Length - "/Assets".Length)}/{outputPath}";
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#if UNITY_EDITOR_WIN
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CreateUnityPackageUniversal(pathToArchive, outputPath);
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#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
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CreateUnityPackageOsxLinux(pathToArchive, outputPath);
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#endif
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}
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private void CreateUnityPackageUniversal(string pathToArchive, string outputPath)
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{
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var _7zPath = EditorApplication.applicationContentsPath;
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#if UNITY_EDITOR_WIN
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_7zPath = Path.Combine(_7zPath, "Tools", "7z.exe");
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#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX
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_7zPath = Path.Combine(_7zPath, "Tools", "7za");
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#endif
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if (!File.Exists(_7zPath))
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throw new FileNotFoundException("Archiving utility was not found in your Unity installation directory");
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var argumentsTar = $"a -r -ttar -y -bd archtemp.tar .";
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var result = StartProcess(_7zPath, argumentsTar, pathToArchive);
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if (result != 0)
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throw new Exception("Failed to compress the package");
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// Create a GZIP archive
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var argumentsGzip = $"a -tgzip -bd -y \"{outputPath}\" archtemp.tar";
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result = StartProcess(_7zPath, argumentsGzip, pathToArchive);
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if (result != 0)
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throw new Exception("Failed to compress the package");
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}
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private void CreateUnityPackageOsxLinux(string pathToArchive, string outputPath)
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{
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var tarPath = "/usr/bin/tar";
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if (!File.Exists(tarPath))
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{
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// Fallback to the universal export method
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ASDebug.LogWarning("'/usr/bin/tar' executable not found. Falling back to 7za");
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CreateUnityPackageUniversal(pathToArchive, outputPath);
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return;
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}
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// Create a TAR archive
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var arguments = $"-czpf \"{outputPath}\" .";
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var result = StartProcess(tarPath, arguments, pathToArchive);
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if (result != 0)
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throw new Exception("Failed to compress the package");
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}
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private int StartProcess(string processPath, string arguments, string workingDirectory)
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{
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var info = new ProcessStartInfo()
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{
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FileName = processPath,
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Arguments = arguments,
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WorkingDirectory = workingDirectory,
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CreateNoWindow = true,
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UseShellExecute = false
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};
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using (Process process = Process.Start(info))
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{
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process.WaitForExit();
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return process.ExitCode;
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}
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}
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protected override void PostExportCleanup()
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{
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base.PostExportCleanup();
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var tempExportPath = GetTemporaryExportPath();
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if (Directory.Exists(tempExportPath))
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Directory.Delete(tempExportPath, true);
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}
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}
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}
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