forked from BilalY/Rasagar
276 lines
9.1 KiB
C#
276 lines
9.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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namespace UnityEditor.Formats.Fbx.Exporter
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{
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internal class RepairMissingScripts
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{
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private const string ForumPackageGUID = "2d81c55c4d9d85146b1d2de96e084b63";
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private const string AssetStorePackageGUID = "628ffbda3fdf4df4588770785d91a698";
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private const string FbxPrefabDLLFileId = "69888640";
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private const string IdFormat = "{{fileID: {0}, guid: {1}, type:";
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private static List<string> s_searchIDsToReplace;
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private static List<string> SearchIDsToReplace
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{
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get
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{
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if (s_searchIDsToReplace == null || s_searchIDsToReplace.Count <= 0)
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{
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s_searchIDsToReplace = new List<string>()
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{
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string.Format(IdFormat, FbxPrefabDLLFileId, ForumPackageGUID),
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string.Format(IdFormat, FbxPrefabDLLFileId, AssetStorePackageGUID)
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};
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}
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return s_searchIDsToReplace;
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}
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}
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private string[] m_assetsToRepair;
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private string[] AssetsToRepair
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{
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get
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{
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if (m_assetsToRepair == null)
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{
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m_assetsToRepair = FindAssetsToRepair();
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}
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return m_assetsToRepair;
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}
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}
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public static string SourceCodeSearchID
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{
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get
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{
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var fbxPrefabObj = AssetDatabase.LoadMainAssetAtPath(FindFbxPrefabAssetPath());
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string searchID = null;
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string guid;
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long fileId;
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if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(fbxPrefabObj, out guid, out fileId))
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{
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searchID = string.Format(IdFormat, fileId, guid);
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}
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return searchID;
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}
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}
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#if COM_UNITY_FORMATS_FBX_AS_ASSET
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public const string FbxPrefabFile = "/UnityFbxPrefab.dll";
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#else
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public const string FbxPrefabFile = "Packages/com.unity.formats.fbx/Runtime/FbxPrefab.cs";
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#endif
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public static string FindFbxPrefabAssetPath()
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{
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#if COM_UNITY_FORMATS_FBX_AS_ASSET
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// Find guids that are scripts that look like FbxPrefab.
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// That catches FbxPrefabTest too, so we have to make sure.
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var allGuids = AssetDatabase.FindAssets("FbxPrefab t:MonoScript");
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string foundPath = "";
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foreach (var guid in allGuids)
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{
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var path = AssetDatabase.GUIDToAssetPath(guid);
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if (path.EndsWith(FbxPrefabFile))
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{
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if (!string.IsNullOrEmpty(foundPath))
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{
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// How did this happen? Anyway, just don't try.
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Debug.LogWarning(string.Format("{0} found in multiple places; did you forget to delete one of these?\n{1}\n{2}",
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FbxPrefabFile.Substring(1), foundPath, path));
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return "";
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}
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foundPath = path;
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}
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}
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if (string.IsNullOrEmpty(foundPath))
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{
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Debug.LogWarning(string.Format("{0} not found; are you trying to uninstall {1}?", FbxPrefabFile.Substring(1), ModelExporter.PACKAGE_UI_NAME));
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}
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return foundPath;
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#else
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// In Unity 2018.1 and 2018.2.0b7, FindAssets can't find FbxPrefab.cs in a package.
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// So we hardcode the path.
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var path = FbxPrefabFile;
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if (System.IO.File.Exists(System.IO.Path.GetFullPath(path)))
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{
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return path;
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}
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else
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{
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Debug.LogWarningFormat("{0} not found; update FbxPrefabFile variable in FbxExporterRepairMissingScripts.cs to point to FbxPrefab.cs path.", FbxPrefabFile);
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return "";
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}
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#endif
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}
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public int AssetsToRepairCount
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{
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get
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{
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return AssetsToRepair.Length;
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}
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}
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public string[] GetAssetsToRepair()
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{
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return AssetsToRepair;
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}
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public static string[] FindAssetsToRepair()
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{
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// search project for assets containing old GUID
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// ignore if forced binary
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if (UnityEditor.EditorSettings.serializationMode == SerializationMode.ForceBinary)
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{
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return new string[] {};
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}
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// check all scenes and prefabs
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string[] searchFilePatterns = new string[] { "*.prefab", "*.unity" };
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List<string> assetsToRepair = new List<string>();
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foreach (string searchPattern in searchFilePatterns)
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{
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foreach (string file in Directory.GetFiles(Application.dataPath, searchPattern, SearchOption.AllDirectories))
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{
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if (AssetNeedsRepair(file))
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{
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assetsToRepair.Add(file);
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}
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}
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}
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return assetsToRepair.ToArray();
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}
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private static bool AssetNeedsRepair(string filePath)
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{
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try
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{
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using (var sr = new StreamReader(filePath))
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{
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if (sr.Peek() > -1)
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{
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var firstLine = sr.ReadLine();
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if (!firstLine.StartsWith("%YAML"))
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{
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return false;
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}
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}
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var contents = sr.ReadToEnd();
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if (SearchIDsToReplace.Exists(searchId => contents.Contains(searchId)))
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{
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return true;
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}
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}
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}
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catch (IOException e)
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{
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Debug.LogError(string.Format("Failed to check file for component update: {0} (error={1})", filePath, e));
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}
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return false;
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}
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public bool ReplaceGUIDInTextAssets()
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{
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string sourceCodeSearchID = SourceCodeSearchID;
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if (string.IsNullOrEmpty(sourceCodeSearchID))
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{
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return false;
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}
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bool replacedGUID = false;
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foreach (string file in AssetsToRepair)
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{
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replacedGUID |= ReplaceGUIDInFile(file, sourceCodeSearchID);
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}
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if (replacedGUID)
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{
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AssetDatabase.Refresh();
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}
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return replacedGUID;
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}
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private static bool ReplaceID(string searchId, string replacementId, ref string line)
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{
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if (line.Contains(searchId))
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{
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line = line.Replace(searchId, replacementId);
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return true;
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}
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return false;
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}
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private static bool ReplaceGUIDInFile(string path, string replacementSearchID)
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{
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// try to read file, assume it's a text file for now
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bool modified = false;
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try
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{
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var tmpFile = Path.GetTempFileName();
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if (string.IsNullOrEmpty(tmpFile))
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{
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return false;
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}
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using (var sr = new StreamReader(path))
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{
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// verify that this is a text file
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var firstLine = "";
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if (sr.Peek() > -1)
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{
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firstLine = sr.ReadLine();
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if (!firstLine.StartsWith("%YAML"))
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{
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return false;
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}
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}
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using (var sw = new StreamWriter(tmpFile, false))
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{
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if (!string.IsNullOrEmpty(firstLine))
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{
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sw.WriteLine(firstLine);
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}
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while (sr.Peek() > -1)
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{
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var line = sr.ReadLine();
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SearchIDsToReplace.ForEach(searchId =>
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modified |= ReplaceID(searchId, replacementSearchID, ref line)
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);
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sw.WriteLine(line);
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}
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}
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}
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if (modified)
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{
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File.Delete(path);
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File.Move(tmpFile, path);
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Debug.LogFormat("Updated FbxPrefab components in file {0}", path);
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return true;
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}
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else
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{
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File.Delete(tmpFile);
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}
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}
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catch (IOException e)
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{
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Debug.LogError(string.Format("Failed to replace GUID in file {0} (error={1})", path, e));
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}
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return false;
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}
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}
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}
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