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textdecalURP/Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporter.cs
Kirill Chikalin a3072a3693 first commit
2024-11-16 13:20:07 +03:00

137 lines
6.0 KiB
C#

using AssetStoreTools.Utility;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using UnityEditor;
namespace AssetStoreTools.Exporter
{
internal abstract class PackageExporter
{
protected const string ProgressBarTitle = "Exporting Package";
protected const string ProgressBarStepSavingAssets = "Saving Assets...";
protected const string ProgressBarStepGatheringFiles = "Gathering files...";
protected const string ProgressBarStepCompressingPackage = "Compressing package...";
private static readonly string[] PluginFolderExtensions = { "androidlib", "bundle", "plugin", "framework", "xcframework" };
public static async Task<ExportResult> ExportPackage(ExporterSettings exportSettings)
{
if (!IsSettingsValid(exportSettings, out Exception e))
return new ExportResult() { Success = false, Error = ASError.GetGenericError(e) };
switch (exportSettings)
{
case LegacyExporterSettings legacySettings:
return await PackageExporterLegacy.ExportPackage(legacySettings);
case DefaultExporterSettings defaultSettings:
return PackageExporterDefault.ExportPackage(defaultSettings);
default:
return new ExportResult() { Success = false, Error = ASError.GetGenericError(new ArgumentException("Unrecognized ExportSettings type was provided")) };
}
}
private static bool IsSettingsValid(ExporterSettings settings, out Exception e)
{
e = null;
if (settings == null)
e = new ArgumentException("Package Exporting failed: ExporterSettings cannot be null");
else if (settings.ExportPaths == null || settings.ExportPaths.Length == 0)
e = new ArgumentException("Package Exporting failed: received an invalid export paths array");
else if (string.IsNullOrEmpty(settings.OutputFilename))
e = new ArgumentException("Package Exporting failed: received an invalid output path");
else if (settings.OutputFilename.EndsWith("/") || settings.OutputFilename.EndsWith("\\"))
e = new ArgumentException("Package Exporting failed: output path must be a valid filename and not end with a directory separator character");
return e == null;
}
protected string[] GetAssetPaths(string rootPath)
{
// To-do: slight optimization is possible in the future by having a list of excluded folders/file extensions
List<string> paths = new List<string>();
// Add files within given directory
var filePaths = Directory.GetFiles(rootPath).Select(p => p.Replace('\\', '/')).ToArray();
paths.AddRange(filePaths);
// Add directories within given directory
var directoryPaths = Directory.GetDirectories(rootPath).Select(p => p.Replace('\\', '/')).ToArray();
foreach (var nestedDirectory in directoryPaths)
paths.AddRange(GetAssetPaths(nestedDirectory));
// Add the given directory itself if it is not empty
if (filePaths.Length > 0 || directoryPaths.Length > 0)
paths.Add(rootPath);
return paths.ToArray();
}
protected string GetAssetGuid(string assetPath, bool generateForPlugin, bool hiddenSearch)
{
// Skip meta files as they do not have guids
if (assetPath.EndsWith(".meta"))
return string.Empty;
// Skip hidden assets. They normally do not have meta files, but
// have been observed to retain them in the past due to a Unity bug
if (assetPath.EndsWith("~"))
return string.Empty;
// Skip ProjectVersion.txt file specifically as it may introduce
// project compatibility issues when imported
if (string.Compare(assetPath, "ProjectSettings/ProjectVersion.txt", StringComparison.OrdinalIgnoreCase) == 0)
return string.Empty;
// Attempt retrieving guid from the Asset Database first
var guid = AssetDatabase.AssetPathToGUID(assetPath);
if (guid != string.Empty)
return guid;
// Some special folders (e.g. SomeName.framework) do not have meta files inside them.
// Their contents should be exported with any arbitrary GUID so that Unity Importer could pick them up
if (generateForPlugin && PathBelongsToPlugin(assetPath))
return GUID.Generate().ToString();
// Files in hidden folders (e.g. Samples~) are not part of the Asset Database,
// therefore GUIDs need to be scraped from the .meta file.
// Note: only do this for custom exporter since the native exporter
// will not be able to retrieve the asset path from a hidden folder
if (hiddenSearch)
{
// To-do: handle hidden folders without meta files
var metaPath = $"{assetPath}.meta";
if (!File.Exists(metaPath))
return string.Empty;
using (StreamReader reader = new StreamReader(metaPath))
{
string line;
while ((line = reader.ReadLine()) != string.Empty)
{
if (!line.StartsWith("guid:"))
continue;
var metaGuid = line.Substring("guid:".Length).Trim();
return metaGuid;
}
}
}
return string.Empty;
}
private bool PathBelongsToPlugin(string assetPath)
{
return PluginFolderExtensions.Any(extension => assetPath.ToLower().Contains($".{extension}/"));
}
protected virtual void PostExportCleanup()
{
EditorUtility.ClearProgressBar();
}
}
}