921 lines
35 KiB
C#
921 lines
35 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System;
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using System.IO;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using TMPro.EditorUtilities;
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namespace TMPro
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{
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/// <summary>
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/// Data structure containing the target and replacement fileIDs and GUIDs which will require remapping from previous version of TextMesh Pro to the new TextMesh Pro UPM package.
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/// </summary>
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[System.Serializable]
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struct AssetConversionRecord
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{
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public string referencedResource;
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public string target;
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public string replacement;
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}
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/// <summary>
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/// Data structure containing a list of target and replacement fileID and GUID requiring remapping from previous versions of TextMesh Pro to the new TextMesh Pro UPM package.
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/// This data structure is populated with the data contained in the PackageConversionData.json file included in the package.
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/// </summary>
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[System.Serializable]
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class AssetConversionData
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{
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public List<AssetConversionRecord> assetRecords;
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}
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public class TMP_ProjectConversionUtility : EditorWindow
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{
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// Create Sprite Asset Editor Window
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[MenuItem("Window/TextMeshPro/Project Files GUID Remapping Tool", false, 2100)]
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static void ShowConverterWindow()
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{
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var window = GetWindow<TMP_ProjectConversionUtility>();
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window.titleContent = new GUIContent("Conversion Tool");
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window.Focus();
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}
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private static HashSet<Type> m_IgnoreAssetTypes = new HashSet<Type>()
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{
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typeof(AnimatorOverrideController),
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typeof(AudioClip),
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typeof(AvatarMask),
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typeof(ComputeShader),
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typeof(Cubemap),
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typeof(DefaultAsset),
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typeof(Flare),
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typeof(Font),
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typeof(GUISkin),
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typeof(HumanTemplate),
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typeof(LightingDataAsset),
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typeof(Mesh),
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typeof(MonoScript),
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typeof(PhysicMaterial),
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typeof(PhysicsMaterial2D),
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typeof(RenderTexture),
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typeof(Shader),
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typeof(TerrainData),
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typeof(TextAsset),
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typeof(Texture2D),
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typeof(Texture2DArray),
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typeof(Texture3D),
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typeof(UnityEditor.Animations.AnimatorController),
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typeof(UnityEditorInternal.AssemblyDefinitionAsset),
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typeof(UnityEngine.AI.NavMeshData),
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typeof(UnityEngine.Tilemaps.Tile),
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typeof(UnityEngine.U2D.SpriteAtlas),
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typeof(UnityEngine.Video.VideoClip),
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};
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/// <summary>
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///
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/// </summary>
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struct AssetModificationRecord
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{
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public string assetFilePath;
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public string assetDataFile;
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}
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struct AssetFileRecord
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{
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public string assetFilePath;
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public string assetMetaFilePath;
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public AssetFileRecord(string filePath, string metaFilePath)
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{
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this.assetFilePath = filePath;
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this.assetMetaFilePath = metaFilePath;
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}
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}
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private static string m_ProjectPath;
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private static string m_ProjectFolderToScan;
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private static bool m_IsAlreadyScanningProject;
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private static bool m_CancelScanProcess;
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private static string k_ProjectScanReportDefaultText = "<color=#FFFF80><b>Project Scan Results</b></color>\n";
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private static string k_ProjectScanLabelPrefix = "Scanning: ";
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private static string m_ProjectScanResults = string.Empty;
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private static Vector2 m_ProjectScanResultScrollPosition;
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private static float m_ProgressPercentage = 0;
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private static int m_ScanningTotalFiles;
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private static int m_RemainingFilesToScan;
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private static int m_ScanningCurrentFileIndex;
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private static string m_ScanningCurrentFileName;
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private static AssetConversionData m_ConversionData;
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private static List<AssetModificationRecord> m_ModifiedAssetList = new List<AssetModificationRecord>();
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void OnEnable()
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{
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// Set Editor Window Size
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SetEditorWindowSize();
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m_ProjectScanResults = k_ProjectScanReportDefaultText;
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}
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void OnGUI()
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{
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GUILayout.BeginVertical();
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{
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// Scan project files and resources
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GUILayout.BeginVertical(EditorStyles.helpBox);
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{
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GUILayout.Label("Scan Project Files", EditorStyles.boldLabel);
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GUILayout.Label("Press the <i>Scan Project Files</i> button to begin scanning your project for files & resources that were created with a previous version of TextMesh Pro.", TMP_UIStyleManager.label);
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GUILayout.Space(10f);
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GUILayout.Label("Project folder to be scanned. Example \"Assets/TextMesh Pro\"");
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m_ProjectFolderToScan = EditorGUILayout.TextField("Folder Path: Assets/", m_ProjectFolderToScan);
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GUILayout.Space(5f);
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GUI.enabled = m_IsAlreadyScanningProject == false ? true : false;
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if (GUILayout.Button("Scan Project Files"))
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{
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m_CancelScanProcess = false;
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// Make sure Asset Serialization mode is set to ForceText and Version Control mode to Visible Meta Files.
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if (CheckProjectSerializationAndSourceControlModes() == true)
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{
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m_ProjectPath = Path.GetFullPath("Assets/..");
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TMP_EditorCoroutine.StartCoroutine(ScanProjectFiles());
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}
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else
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{
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EditorUtility.DisplayDialog("Project Settings Change Required", "In menu options \"Edit - Project Settings - Editor\", please change Asset Serialization Mode to ForceText and Source Control Mode to Visible Meta Files.", "OK", string.Empty);
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}
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}
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GUI.enabled = true;
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// Display progress bar
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Rect rect = GUILayoutUtility.GetRect(0f, 20f, GUILayout.ExpandWidth(true));
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EditorGUI.ProgressBar(rect, m_ProgressPercentage, "Scan Progress (" + m_ScanningCurrentFileIndex + "/" + m_ScanningTotalFiles + ")");
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// Display cancel button and name of file currently being scanned.
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if (m_IsAlreadyScanningProject)
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{
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Rect cancelRect = new Rect(rect.width - 20, rect.y + 2, 20, 16);
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if (GUI.Button(cancelRect, "X"))
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{
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m_CancelScanProcess = true;
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}
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GUILayout.Label(k_ProjectScanLabelPrefix + m_ScanningCurrentFileName, TMP_UIStyleManager.label);
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}
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else
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GUILayout.Label(string.Empty);
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GUILayout.Space(5);
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// Creation Feedback
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GUILayout.BeginVertical(TMP_UIStyleManager.textAreaBoxWindow, GUILayout.ExpandHeight(true));
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{
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m_ProjectScanResultScrollPosition = EditorGUILayout.BeginScrollView(m_ProjectScanResultScrollPosition, GUILayout.ExpandHeight(true));
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EditorGUILayout.LabelField(m_ProjectScanResults, TMP_UIStyleManager.label);
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EditorGUILayout.EndScrollView();
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}
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GUILayout.EndVertical();
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GUILayout.Space(5f);
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}
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GUILayout.EndVertical();
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// Scan project files and resources
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GUILayout.BeginVertical(EditorStyles.helpBox);
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{
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GUILayout.Label("Save Modified Project Files", EditorStyles.boldLabel);
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GUILayout.Label("Pressing the <i>Save Modified Project Files</i> button will update the files in the <i>Project Scan Results</i> listed above. <color=#FFFF80>Please make sure that you have created a backup of your project first</color> as these file modifications are permanent and cannot be undone.", TMP_UIStyleManager.label);
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GUILayout.Space(5f);
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GUI.enabled = m_IsAlreadyScanningProject == false && m_ModifiedAssetList.Count > 0 ? true : false;
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if (GUILayout.Button("Save Modified Project Files"))
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{
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UpdateProjectFiles();
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}
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GUILayout.Space(10f);
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}
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GUILayout.EndVertical();
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}
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GUILayout.EndVertical();
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GUILayout.Space(5f);
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}
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void OnInspectorUpdate()
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{
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Repaint();
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}
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/// <summary>
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/// Limits the minimum size of the editor window.
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/// </summary>
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void SetEditorWindowSize()
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{
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EditorWindow editorWindow = this;
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Vector2 currentWindowSize = editorWindow.minSize;
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editorWindow.minSize = new Vector2(Mathf.Max(640, currentWindowSize.x), Mathf.Max(420, currentWindowSize.y));
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="filePath"></param>
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/// <returns></returns>
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private static bool ShouldIgnoreFile(string filePath)
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{
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string fileExtension = Path.GetExtension(filePath);
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Type fileType = AssetDatabase.GetMainAssetTypeAtPath(filePath);
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if (m_IgnoreAssetTypes.Contains(fileType))
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return true;
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// Exclude FBX
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if (fileType == typeof(GameObject) && fileExtension.ToLower() == ".fbx") { return true; }
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return false;
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}
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private IEnumerator ScanProjectFiles()
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{
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m_IsAlreadyScanningProject = true;
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string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
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// List containing assets that have been modified.
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m_ProjectScanResults = k_ProjectScanReportDefaultText;
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m_ModifiedAssetList.Clear();
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m_ProgressPercentage = 0;
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// Read Conversion Data from Json file.
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if (m_ConversionData == null)
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m_ConversionData = JsonUtility.FromJson<AssetConversionData>(File.ReadAllText(packageFullPath + "/PackageConversionData.json"));
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// Get list of GUIDs for assets that might contain references to previous GUIDs that require updating.
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string searchFolder = string.IsNullOrEmpty(m_ProjectFolderToScan) ? "Assets" : ("Assets/" + m_ProjectFolderToScan);
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string[] guids = AssetDatabase.FindAssets("t:Object", new string[] { searchFolder }).Distinct().ToArray();
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k_ProjectScanLabelPrefix = "<b>Phase 1 - Filtering:</b> ";
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m_ScanningTotalFiles = guids.Length;
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m_ScanningCurrentFileIndex = 0;
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List<AssetFileRecord> projectFilesToScan = new List<AssetFileRecord>();
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foreach (var guid in guids)
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{
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if (m_CancelScanProcess)
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break;
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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m_ScanningCurrentFileIndex += 1;
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m_ScanningCurrentFileName = assetFilePath;
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m_ProgressPercentage = (float)m_ScanningCurrentFileIndex / m_ScanningTotalFiles;
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// Filter out file types we have no interest in searching
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if (ShouldIgnoreFile(assetFilePath))
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continue;
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string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
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projectFilesToScan.Add(new AssetFileRecord(assetFilePath, assetMetaFilePath));
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yield return null;
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}
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m_RemainingFilesToScan = m_ScanningTotalFiles = projectFilesToScan.Count;
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k_ProjectScanLabelPrefix = "<b>Phase 2 - Scanning:</b> ";
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for (int i = 0; i < m_ScanningTotalFiles; i++)
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{
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if (m_CancelScanProcess)
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break;
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AssetFileRecord fileRecord = projectFilesToScan[i];
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Task.Run(() =>
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{
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ScanProjectFileAsync(fileRecord);
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m_ScanningCurrentFileName = fileRecord.assetFilePath;
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int completedScans = m_ScanningTotalFiles - Interlocked.Decrement(ref m_RemainingFilesToScan);
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m_ScanningCurrentFileIndex = completedScans;
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m_ProgressPercentage = (float)completedScans / m_ScanningTotalFiles;
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});
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if (i % 64 == 0)
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yield return new WaitForSeconds(2.0f);
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}
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while (m_RemainingFilesToScan > 0 && !m_CancelScanProcess)
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yield return null;
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m_IsAlreadyScanningProject = false;
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m_ScanningCurrentFileName = string.Empty;
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}
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static void ScanProjectFileAsync(AssetFileRecord fileRecord)
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{
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if (m_CancelScanProcess)
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return;
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// Read the asset data file
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string assetDataFile = string.Empty;
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bool hasFileChanged = false;
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try
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{
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assetDataFile = File.ReadAllText(m_ProjectPath + "/" + fileRecord.assetFilePath);
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}
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catch
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{
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// Continue to the next asset if we can't read the current one.
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return;
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}
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// Read the asset meta data file
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string assetMetaFile = File.ReadAllText(m_ProjectPath + "/" + fileRecord.assetMetaFilePath);
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bool hasMetaFileChanges = false;
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foreach (AssetConversionRecord record in m_ConversionData.assetRecords)
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{
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if (assetDataFile.Contains(record.target))
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{
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hasFileChanged = true;
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assetDataFile = assetDataFile.Replace(record.target, record.replacement);
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}
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//// Check meta file
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if (assetMetaFile.Contains(record.target))
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{
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hasMetaFileChanges = true;
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assetMetaFile = assetMetaFile.Replace(record.target, record.replacement);
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}
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}
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if (hasFileChanged)
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{
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AssetModificationRecord modifiedAsset;
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modifiedAsset.assetFilePath = fileRecord.assetFilePath;
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modifiedAsset.assetDataFile = assetDataFile;
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m_ModifiedAssetList.Add(modifiedAsset);
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m_ProjectScanResults += fileRecord.assetFilePath + "\n";
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}
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if (hasMetaFileChanges)
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{
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AssetModificationRecord modifiedAsset;
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modifiedAsset.assetFilePath = fileRecord.assetMetaFilePath;
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modifiedAsset.assetDataFile = assetMetaFile;
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m_ModifiedAssetList.Add(modifiedAsset);
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m_ProjectScanResults += fileRecord.assetMetaFilePath + "\n";
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}
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}
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/// <summary>
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///
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/// </summary>
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private static void ResetScanProcess()
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{
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m_IsAlreadyScanningProject = false;
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m_ScanningCurrentFileName = string.Empty;
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m_ProgressPercentage = 0;
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m_ScanningCurrentFileIndex = 0;
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m_ScanningTotalFiles = 0;
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}
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/// <summary>
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///
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/// </summary>
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private static void UpdateProjectFiles()
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{
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// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
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CheckProjectSerializationAndSourceControlModes();
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string projectPath = Path.GetFullPath("Assets/..");
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// Display dialogue to show user a list of project files that will be modified upon their consent.
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if (EditorUtility.DisplayDialog("Save Modified Asset(s)?", "Are you sure you want to save all modified assets?", "YES", "NO"))
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{
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for (int i = 0; i < m_ModifiedAssetList.Count; i++)
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{
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// Make sure all file streams that might have been opened by Unity are closed.
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//AssetDatabase.ReleaseCachedFileHandles();
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//Debug.Log("Writing asset file [" + m_ModifiedAssetList[i].assetFilePath + "].");
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File.WriteAllText(projectPath + "/" + m_ModifiedAssetList[i].assetFilePath, m_ModifiedAssetList[i].assetDataFile);
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}
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}
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AssetDatabase.Refresh();
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m_ProgressPercentage = 0;
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m_ProjectScanResults = k_ProjectScanReportDefaultText;
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}
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/// <summary>
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/// Check project Asset Serialization and Source Control modes
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/// </summary>
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private static bool CheckProjectSerializationAndSourceControlModes()
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{
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// Check Project Asset Serialization and Visible Meta Files mode.
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if (EditorSettings.serializationMode != SerializationMode.ForceText || EditorSettings.externalVersionControl != "Visible Meta Files")
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{
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return false;
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}
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return true;
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}
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}
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public class TMP_PackageUtilities : Editor
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{
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enum SaveAssetDialogueOptions { Unset = 0, Save = 1, SaveAll = 2, DoNotSave = 3 };
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private static SerializationMode m_ProjectAssetSerializationMode;
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private static string m_ProjectExternalVersionControl;
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struct AssetRemappingRecord
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{
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public string oldGuid;
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public string newGuid;
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public string assetPath;
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}
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struct AssetModificationRecord
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{
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public string assetFilePath;
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public string assetDataFile;
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}
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// Create Sprite Asset Editor Window
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//[MenuItem("Window/TextMeshPro/Generate New Package GUIDs", false, 1500)]
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public static void GenerateNewPackageGUIDs_Menu()
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{
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GenerateNewPackageGUIDs();
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}
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/// <summary>
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///
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/// </summary>
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[MenuItem("Window/TextMeshPro/Import TMP Essential Resources", false, 2050)]
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public static void ImportProjectResourcesMenu()
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{
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ImportProjectResources();
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}
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/// <summary>
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///
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/// </summary>
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[MenuItem("Window/TextMeshPro/Import TMP Examples and Extras", false, 2051)]
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public static void ImportExamplesContentMenu()
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{
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ImportExtraContent();
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}
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// Create Sprite Asset Editor Window
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//[MenuItem("Window/TextMeshPro/Convert TMP Project Files to UPM", false, 1510)]
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public static void ConvertProjectGUIDsMenu()
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{
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ConvertProjectGUIDsToUPM();
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//GetVersionInfo();
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}
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// Create Sprite Asset Editor Window
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//[MenuItem("Window/TextMeshPro/Convert GUID (Source to DLL)", false, 2010)]
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public static void ConvertGUIDFromSourceToDLLMenu()
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{
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//ConvertGUIDFromSourceToDLL();
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//GetVersionInfo();
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}
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// Create Sprite Asset Editor Window
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//[MenuItem("Window/TextMeshPro/Convert GUID (DLL to Source)", false, 2020)]
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public static void ConvertGUIDFromDllToSourceMenu()
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{
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//ConvertGUIDFromDLLToSource();
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//GetVersionInfo();
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}
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// Create Sprite Asset Editor Window
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//[MenuItem("Window/TextMeshPro/Extract Package GUIDs", false, 1530)]
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public static void ExtractPackageGUIDMenu()
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{
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ExtractPackageGUIDs();
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}
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private static void GetVersionInfo()
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{
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string version = TMP_Settings.version;
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Debug.Log("The version of this TextMesh Pro UPM package is (" + version + ").");
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}
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/// <summary>
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///
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/// </summary>
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private static void ImportExtraContent()
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{
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string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
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AssetDatabase.ImportPackage(packageFullPath + "/Package Resources/TMP Examples & Extras.unitypackage", true);
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}
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/// <summary>
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///
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/// </summary>
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private static void ImportProjectResources()
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{
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string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
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AssetDatabase.ImportPackage(packageFullPath + "/Package Resources/TMP Essential Resources.unitypackage", true);
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}
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/// <summary>
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///
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/// </summary>
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private static void GenerateNewPackageGUIDs()
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{
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// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
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SetProjectSerializationAndSourceControlModes();
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string projectPath = Path.GetFullPath("Assets/..");
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// Clear existing dictionary of AssetRecords
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List<AssetRemappingRecord> assetRecords = new List<AssetRemappingRecord>();
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// Get full list of GUIDs used in the package which including folders.
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string[] packageGUIDs = AssetDatabase.FindAssets("t:Object", new string[] { "Assets/Packages/com.unity.TextMeshPro" });
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for (int i = 0; i < packageGUIDs.Length; i++)
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{
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// Could add a progress bar for this process (if needed)
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string guid = packageGUIDs[i];
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
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//System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
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AssetRemappingRecord assetRecord;
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assetRecord.oldGuid = guid;
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assetRecord.assetPath = assetFilePath;
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string newGUID = GenerateUniqueGUID();
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assetRecord.newGuid = newGUID;
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if (assetRecords.FindIndex(item => item.oldGuid == guid) != -1)
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continue;
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assetRecords.Add(assetRecord);
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// Read the meta file for the given asset.
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string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
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assetMetaFile = assetMetaFile.Replace("guid: " + guid, "guid: " + newGUID);
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File.WriteAllText(projectPath + "/" + assetMetaFilePath, assetMetaFile);
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//Debug.Log("Asset: [" + assetFilePath + "] Type: " + assetType + " Current GUID: [" + guid + "] New GUID: [" + newGUID + "]");
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}
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AssetDatabase.Refresh();
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// Get list of GUIDs for assets that might need references to previous GUIDs which need to be updated.
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packageGUIDs = AssetDatabase.FindAssets("t:Object"); // ("t:Object", new string[] { "Assets/Asset Importer" });
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for (int i = 0; i < packageGUIDs.Length; i++)
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{
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// Could add a progress bar for this process
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string guid = packageGUIDs[i];
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
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// Filter out file types we are not interested in
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if (assetType == typeof(DefaultAsset) || assetType == typeof(MonoScript) || assetType == typeof(Texture2D) || assetType == typeof(TextAsset) || assetType == typeof(Shader))
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continue;
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// Read the asset data file
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string assetDataFile = File.ReadAllText(projectPath + "/" + assetFilePath);
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//Debug.Log("Searching Asset: [" + assetFilePath + "] of type: " + assetType);
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bool hasFileChanged = false;
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foreach (AssetRemappingRecord record in assetRecords)
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{
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if (assetDataFile.Contains(record.oldGuid))
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{
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hasFileChanged = true;
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assetDataFile = assetDataFile.Replace(record.oldGuid, record.newGuid);
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Debug.Log("Replacing old GUID: [" + record.oldGuid + "] by new GUID: [" + record.newGuid + "] in asset file: [" + assetFilePath + "].");
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}
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}
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if (hasFileChanged)
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{
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// Add file to list of changed files
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File.WriteAllText(projectPath + "/" + assetFilePath, assetDataFile);
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}
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}
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AssetDatabase.Refresh();
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// Restore project Asset Serialization and Source Control modes.
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RestoreProjectSerializationAndSourceControlModes();
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}
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private static void ExtractPackageGUIDs()
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{
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// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
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SetProjectSerializationAndSourceControlModes();
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string projectPath = Path.GetFullPath("Assets/..");
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// Create new instance of AssetConversionData file
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AssetConversionData data = new AssetConversionData();
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data.assetRecords = new List<AssetConversionRecord>();
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// Get full list of GUIDs used in the package which including folders.
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string[] packageGUIDs = AssetDatabase.FindAssets("t:Object", new string[] { "Assets/Packages/com.unity.TextMeshPro" });
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for (int i = 0; i < packageGUIDs.Length; i++)
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{
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// Could add a progress bar for this process (if needed)
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string guid = packageGUIDs[i];
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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//string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
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//ObjectIdentifier[] localIdentifider = BundleBuildInterface.GetPlayerObjectIdentifiersInAsset(new GUID(guid), BuildTarget.NoTarget);
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//System.Type[] types = BundleBuildInterface.GetTypeForObjects(localIdentifider);
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
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// Filter out file types we are not interested in
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if (assetType == typeof(DefaultAsset))
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continue;
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string newGuid = GenerateUniqueGUID();
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AssetConversionRecord record;
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record.referencedResource = Path.GetFileName(assetFilePath);
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record.target = "fileID: 2108210716, guid: " + newGuid;
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record.replacement = "fileID: 11500000, guid: " + guid;
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//if (m_AssetRecords.FindIndex(item => item.oldGuid == guid) != -1)
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// continue;
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data.assetRecords.Add(record);
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// Read the meta file for the given asset.
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//string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
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//assetMetaFile = assetMetaFile.Replace("guid: " + guid, "guid: " + newGUID);
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//File.WriteAllText(projectPath + "/" + assetMetaFilePath, assetMetaFile);
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Debug.Log("Asset: [" + Path.GetFileName(assetFilePath) + "] Type: " + assetType + " Current GUID: [" + guid + "] New GUID: [" + newGuid + "]");
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}
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// Write new information into JSON file
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string dataFile = JsonUtility.ToJson(data, true);
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File.WriteAllText(projectPath + "/Assets/Packages/com.unity.TextMeshPro/PackageConversionData.json", dataFile);
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// Restore project Asset Serialization and Source Control modes.
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RestoreProjectSerializationAndSourceControlModes();
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}
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/// <summary>
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///
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/// </summary>
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private static void ConvertProjectGUIDsToUPM()
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{
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// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
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SetProjectSerializationAndSourceControlModes();
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string projectPath = Path.GetFullPath("Assets/..");
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string packageFullPath = EditorUtilities.TMP_EditorUtility.packageFullPath;
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// List containing assets that have been modified.
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List<AssetModificationRecord> modifiedAssetList = new List<AssetModificationRecord>();
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// Read Conversion Data from Json file.
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AssetConversionData conversionData = JsonUtility.FromJson<AssetConversionData>(File.ReadAllText(packageFullPath + "/PackageConversionData.json"));
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// Get list of GUIDs for assets that might contain references to previous GUIDs that require updating.
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string[] projectGUIDs = AssetDatabase.FindAssets("t:Object");
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for (int i = 0; i < projectGUIDs.Length; i++)
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{
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// Could add a progress bar for this process
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string guid = projectGUIDs[i];
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetFilePath);
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// Filter out file types we are not interested in
|
|
if (assetType == typeof(DefaultAsset) || assetType == typeof(MonoScript) || assetType == typeof(Texture2D) || assetType == typeof(TextAsset) || assetType == typeof(Shader))
|
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continue;
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// Read the asset data file
|
|
string assetDataFile = File.ReadAllText(projectPath + "/" + assetFilePath);
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//Debug.Log("Searching Asset: [" + assetFilePath + "] of type: " + assetType);
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bool hasFileChanged = false;
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foreach (AssetConversionRecord record in conversionData.assetRecords)
|
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{
|
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if (assetDataFile.Contains(record.target))
|
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{
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hasFileChanged = true;
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assetDataFile = assetDataFile.Replace(record.target, record.replacement);
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Debug.Log("Replacing Reference to [" + record.referencedResource + "] using [" + record.target + "] with [" + record.replacement + "] in asset file: [" + assetFilePath + "].");
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}
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}
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if (hasFileChanged)
|
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{
|
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Debug.Log("Adding [" + assetFilePath + "] to list of assets to be modified.");
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AssetModificationRecord modifiedAsset;
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modifiedAsset.assetFilePath = assetFilePath;
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modifiedAsset.assetDataFile = assetDataFile;
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modifiedAssetList.Add(modifiedAsset);
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}
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}
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// Scan project meta files to update GUIDs of assets whose GUID has changed.
|
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projectGUIDs = AssetDatabase.FindAssets("t:Object");
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for (int i = 0; i < projectGUIDs.Length; i++)
|
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{
|
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string guid = projectGUIDs[i];
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string assetFilePath = AssetDatabase.GUIDToAssetPath(guid);
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string assetMetaFilePath = AssetDatabase.GetTextMetaFilePathFromAssetPath(assetFilePath);
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// Read the asset meta data file
|
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string assetMetaFile = File.ReadAllText(projectPath + "/" + assetMetaFilePath);
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bool hasFileChanged = false;
|
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foreach (AssetConversionRecord record in conversionData.assetRecords)
|
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{
|
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if (assetMetaFile.Contains(record.target))
|
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{
|
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hasFileChanged = true;
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assetMetaFile = assetMetaFile.Replace(record.target, record.replacement);
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Debug.Log("Replacing Reference to [" + record.referencedResource + "] using [" + record.target + "] with [" + record.replacement + "] in asset file: [" + assetMetaFilePath + "].");
|
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}
|
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}
|
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|
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if (hasFileChanged)
|
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{
|
|
Debug.Log("Adding [" + assetMetaFilePath + "] to list of meta files to be modified.");
|
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|
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AssetModificationRecord modifiedAsset;
|
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modifiedAsset.assetFilePath = assetMetaFilePath;
|
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modifiedAsset.assetDataFile = assetMetaFile;
|
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|
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modifiedAssetList.Add(modifiedAsset);
|
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}
|
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}
|
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|
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// Display dialogue to show user a list of project files that will be modified upon their consent.
|
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if (EditorUtility.DisplayDialog("Save Modified Asset(s)?", "Are you sure you want to save all modified assets?", "YES", "NO"))
|
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{
|
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for (int i = 0; i < modifiedAssetList.Count; i++)
|
|
{
|
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// Make sure all file streams that might have been opened by Unity are closed.
|
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//AssetDatabase.ReleaseCachedFileHandles();
|
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|
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Debug.Log("Writing asset file [" + modifiedAssetList[i].assetFilePath + "].");
|
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|
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//File.WriteAllText(projectPath + "/" + modifiedAssetList[i].assetFilePath, modifiedAssetList[i].assetDataFile);
|
|
}
|
|
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
// Restore project Asset Serialization and Source Control modes.
|
|
RestoreProjectSerializationAndSourceControlModes();
|
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}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private static string GenerateUniqueGUID()
|
|
{
|
|
string monoGuid = System.Guid.NewGuid().ToString();
|
|
|
|
char[] charGuid = new char[32];
|
|
int index = 0;
|
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for (int i = 0; i < monoGuid.Length; i++)
|
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{
|
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if (monoGuid[i] != '-')
|
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charGuid[index++] = monoGuid[i];
|
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}
|
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|
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string guid = new string(charGuid);
|
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|
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// Make sure new GUID is not already used by some other asset.
|
|
if (AssetDatabase.GUIDToAssetPath(guid) != string.Empty)
|
|
guid = GenerateUniqueGUID();
|
|
|
|
return guid;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Change project asset serialization mode to ForceText (if necessary)
|
|
/// </summary>
|
|
private static void SetProjectSerializationAndSourceControlModes()
|
|
{
|
|
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
|
|
m_ProjectAssetSerializationMode = EditorSettings.serializationMode;
|
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if (m_ProjectAssetSerializationMode != SerializationMode.ForceText)
|
|
UnityEditor.EditorSettings.serializationMode = SerializationMode.ForceText;
|
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|
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m_ProjectExternalVersionControl = EditorSettings.externalVersionControl;
|
|
if (m_ProjectExternalVersionControl != "Visible Meta Files")
|
|
UnityEditor.EditorSettings.externalVersionControl = "Visible Meta Files";
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Revert potential change to asset serialization mode (if necessary)
|
|
/// </summary>
|
|
private static void RestoreProjectSerializationAndSourceControlModes()
|
|
{
|
|
// Make sure Asset Serialization mode is set to ForceText with Visible Meta Files.
|
|
if (m_ProjectAssetSerializationMode != EditorSettings.serializationMode)
|
|
EditorSettings.serializationMode = m_ProjectAssetSerializationMode;
|
|
|
|
if (m_ProjectExternalVersionControl != EditorSettings.externalVersionControl)
|
|
EditorSettings.externalVersionControl = m_ProjectExternalVersionControl;
|
|
}
|
|
|
|
}
|
|
}
|