forked from BilalY/Rasagar
144 lines
5.2 KiB
C#
144 lines
5.2 KiB
C#
|
using UnityEngine;
|
||
|
using UnityEditor;
|
||
|
using System.IO;
|
||
|
using System;
|
||
|
|
||
|
namespace Cinemachine.Editor
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// This is a collection of utilities surrounding ScriptableObjects
|
||
|
/// </summary>
|
||
|
public class ScriptableObjectUtility : ScriptableObject
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// The default relative path to the root directory where Cinemachine is installed
|
||
|
/// </summary>
|
||
|
public static string kPackageRoot = "Packages/com.unity.cinemachine";
|
||
|
|
||
|
/// <summary>Get the Cinemachine package install path.</summary>
|
||
|
public static string CinemachineInstallPath
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
string path = Path.GetFullPath(kPackageRoot);
|
||
|
path = path.Replace('\\', '/'); // because of GetFullPath()
|
||
|
return path;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Get the relative Cinemachine package install path.</summary>
|
||
|
public static string CinemachineRealativeInstallPath
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return kPackageRoot;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Create a scriptable object asset</summary>
|
||
|
/// <typeparam name="T">The type of asset to create</typeparam>
|
||
|
/// <param name="assetPath">The full path and filename of the asset to create</param>
|
||
|
/// <returns>The newly-created asset</returns>
|
||
|
public static T CreateAt<T>(string assetPath) where T : ScriptableObject
|
||
|
{
|
||
|
return CreateAt(typeof(T), assetPath) as T;
|
||
|
}
|
||
|
|
||
|
/// <summary>Create a scriptable object asset</summary>
|
||
|
/// <param name="assetType">The type of asset to create</param>
|
||
|
/// <param name="assetPath">The full path and filename of the asset to create</param>
|
||
|
/// <returns>The newly-created asset</returns>
|
||
|
public static ScriptableObject CreateAt(Type assetType, string assetPath)
|
||
|
{
|
||
|
ScriptableObject asset = ScriptableObject.CreateInstance(assetType);
|
||
|
if (asset == null)
|
||
|
{
|
||
|
Debug.LogError("failed to create instance of " + assetType.Name + " at " + assetPath);
|
||
|
return null;
|
||
|
}
|
||
|
AssetDatabase.CreateAsset(asset, assetPath);
|
||
|
return asset;
|
||
|
}
|
||
|
|
||
|
/// <summary>Create a ScriptableObject asset</summary>
|
||
|
/// <typeparam name="T">The type of asset to create</typeparam>
|
||
|
/// <param name="prependFolderName">If true, prepend the selected asset folder name to the asset name</param>
|
||
|
/// <param name="trimName">If true, remove instances of the "Asset", "Attributes", "Container" strings from the name</param>
|
||
|
public static void Create<T>(bool prependFolderName = false, bool trimName = true) where T : ScriptableObject
|
||
|
{
|
||
|
string className = typeof(T).Name;
|
||
|
string assetName = className;
|
||
|
string folder = GetSelectedAssetFolder();
|
||
|
|
||
|
if (trimName)
|
||
|
{
|
||
|
string[] standardNames = new string[] { "Asset", "Attributes", "Container" };
|
||
|
foreach (string standardName in standardNames)
|
||
|
{
|
||
|
assetName = assetName.Replace(standardName, "");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (prependFolderName)
|
||
|
{
|
||
|
string folderName = Path.GetFileName(folder);
|
||
|
assetName = (string.IsNullOrEmpty(assetName) ? folderName : string.Format("{0}_{1}", folderName, assetName));
|
||
|
}
|
||
|
|
||
|
Create(className, assetName, folder);
|
||
|
}
|
||
|
|
||
|
private static ScriptableObject Create(string className, string assetName, string folder)
|
||
|
{
|
||
|
ScriptableObject asset = ScriptableObject.CreateInstance(className);
|
||
|
if (asset == null)
|
||
|
{
|
||
|
Debug.LogError("failed to create instance of " + className);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
asset.name = assetName ?? className;
|
||
|
|
||
|
string assetPath = GetUnusedAssetPath(folder, asset.name);
|
||
|
AssetDatabase.CreateAsset(asset, assetPath);
|
||
|
|
||
|
return asset;
|
||
|
}
|
||
|
|
||
|
private static string GetSelectedAssetFolder()
|
||
|
{
|
||
|
if ((Selection.activeObject != null) && AssetDatabase.Contains(Selection.activeObject))
|
||
|
{
|
||
|
string assetPath = AssetDatabase.GetAssetPath(Selection.activeObject);
|
||
|
string assetPathAbsolute = string.Format("{0}/{1}", Path.GetDirectoryName(Application.dataPath), assetPath);
|
||
|
|
||
|
if (Directory.Exists(assetPathAbsolute))
|
||
|
{
|
||
|
return assetPath;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return Path.GetDirectoryName(assetPath);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return "Assets";
|
||
|
}
|
||
|
|
||
|
private static string GetUnusedAssetPath(string folder, string assetName)
|
||
|
{
|
||
|
for (int n = 0; n < 9999; n++)
|
||
|
{
|
||
|
string assetPath = string.Format("{0}/{1}{2}.asset", folder, assetName, (n == 0 ? "" : n.ToString()));
|
||
|
string existingGUID = AssetDatabase.AssetPathToGUID(assetPath);
|
||
|
if (string.IsNullOrEmpty(existingGUID))
|
||
|
{
|
||
|
return assetPath;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
}
|
||
|
}
|