| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645 | using System;using System.Collections;using System.Collections.Generic;using System.Reflection;using System.Linq;using System.IO;using System.Text;using UnityEngine;using UnityEditor;using UnityEditor.SceneManagement;namespace YooAsset.Editor{	/// <summary>	/// 编辑器工具类	/// </summary>	public static class EditorTools	{		static EditorTools()		{			InitAssembly();		}		#region Assembly#if UNITY_2019_4_OR_NEWER		private static void InitAssembly()		{		}		/// <summary>		/// 获取带继承关系的所有类的类型		/// </summary>		public static List<Type> GetAssignableTypes(System.Type parentType)		{			TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom(parentType);			return collection.ToList();		}		/// <summary>		/// 获取带有指定属性的所有类的类型		/// </summary>		public static List<Type> GetTypesWithAttribute(System.Type attrType)		{			TypeCache.TypeCollection collection = TypeCache.GetTypesWithAttribute(attrType);			return collection.ToList();		}#else		private static readonly List<Type> _cacheTypes = new List<Type>(10000);		private static void InitAssembly()		{			_cacheTypes.Clear();			Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();			foreach (Assembly assembly in assemblies)			{				List<Type> types = assembly.GetTypes().ToList();				_cacheTypes.AddRange(types);			}		}		/// <summary>		/// 获取带继承关系的所有类的类型		/// </summary>		public static List<Type> GetAssignableTypes(System.Type parentType)		{			List<Type> result = new List<Type>();			for (int i = 0; i < _cacheTypes.Count; i++)			{				Type type = _cacheTypes[i];				if (parentType.IsAssignableFrom(type))				{					if (type.Name == parentType.Name)						continue;					result.Add(type);				}			}			return result;		}		/// <summary>		/// 获取带有指定属性的所有类的类型		/// </summary>		public static List<Type> GetTypesWithAttribute(System.Type attrType)		{			List<Type> result = new List<Type>();			for (int i = 0; i < _cacheTypes.Count; i++)			{				Type type = _cacheTypes[i];				if (type.GetCustomAttribute(attrType) != null)				{					result.Add(type);				}			}			return result;		}#endif		/// <summary>		/// 调用私有的静态方法		/// </summary>		/// <param name="type">类的类型</param>		/// <param name="method">类里要调用的方法名</param>		/// <param name="parameters">调用方法传入的参数</param>		public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)		{			var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);			if (methodInfo == null)			{				UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");				return null;			}			return methodInfo.Invoke(null, parameters);		}		/// <summary>		/// 调用公开的静态方法		/// </summary>		/// <param name="type">类的类型</param>		/// <param name="method">类里要调用的方法名</param>		/// <param name="parameters">调用方法传入的参数</param>		public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)		{			var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);			if (methodInfo == null)			{				UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");				return null;			}			return methodInfo.Invoke(null, parameters);		}		#endregion		#region EditorUtility		/// <summary>		/// 搜集资源		/// </summary>		/// <param name="searchType">搜集的资源类型</param>		/// <param name="searchInFolders">指定搜索的文件夹列表</param>		/// <returns>返回搜集到的资源路径列表</returns>		public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders)		{			// 注意:AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径			for (int i = 0; i < searchInFolders.Length; i++)			{				string folderPath = searchInFolders[i];				searchInFolders[i] = folderPath.TrimEnd('/');			}			// 注意:获取指定目录下的所有资源对象(包括子文件夹)			string[] guids;			if (searchType == EAssetSearchType.All)				guids = AssetDatabase.FindAssets(string.Empty, searchInFolders);			else				guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);			// 注意:AssetDatabase.FindAssets()可能会获取到重复的资源			List<string> result = new List<string>();			for (int i = 0; i < guids.Length; i++)			{				string guid = guids[i];				string assetPath = AssetDatabase.GUIDToAssetPath(guid);				if (result.Contains(assetPath) == false)				{					result.Add(assetPath);				}			}			// 返回结果			return result.ToArray();		}		/// <summary>		/// 搜集资源		/// </summary>		/// <param name="searchType">搜集的资源类型</param>		/// <param name="searchInFolder">指定搜索的文件夹</param>		/// <returns>返回搜集到的资源路径列表</returns>		public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder)		{			return FindAssets(searchType, new string[] { searchInFolder });		}		/// <summary>		/// 打开搜索面板		/// </summary>		/// <param name="title">标题名称</param>		/// <param name="defaultPath">默认搜索路径</param>		/// <returns>返回选择的文件夹绝对路径,如果无效返回NULL</returns>		public static string OpenFolderPanel(string title, string defaultPath, string defaultName = "")		{			string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, defaultName);			if (string.IsNullOrEmpty(openPath))				return null;			if (openPath.Contains("/Assets") == false)			{				Debug.LogWarning("Please select unity assets folder.");				return null;			}			return openPath;		}		/// <summary>		/// 打开搜索面板		/// </summary>		/// <param name="title">标题名称</param>		/// <param name="defaultPath">默认搜索路径</param>		/// <returns>返回选择的文件绝对路径,如果无效返回NULL</returns>		public static string OpenFilePath(string title, string defaultPath, string extension = "")		{			string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension);			if (string.IsNullOrEmpty(openPath))				return null;			if (openPath.Contains("/Assets") == false)			{				Debug.LogWarning("Please select unity assets file.");				return null;			}			return openPath;		}		/// <summary>		/// 显示进度框		/// </summary>		public static void DisplayProgressBar(string tips, int progressValue, int totalValue)		{			EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue);		}		/// <summary>		/// 隐藏进度框		/// </summary>		public static void ClearProgressBar()		{			EditorUtility.ClearProgressBar();		}		#endregion		#region EditorWindow		public static void FocusUnitySceneWindow()		{			EditorWindow.FocusWindowIfItsOpen<SceneView>();		}		public static void CloseUnityGameWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");			EditorWindow.GetWindow(T, false, "GameView", true).Close();		}		public static void FocusUnityGameWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");			EditorWindow.GetWindow(T, false, "GameView", true);		}		public static void FocueUnityProjectWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser");			EditorWindow.GetWindow(T, false, "Project", true);		}		public static void FocusUnityHierarchyWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow");			EditorWindow.GetWindow(T, false, "Hierarchy", true);		}		public static void FocusUnityInspectorWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow");			EditorWindow.GetWindow(T, false, "Inspector", true);		}		public static void FocusUnityConsoleWindow()		{			System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow");			EditorWindow.GetWindow(T, false, "Console", true);		}		#endregion		#region EditorConsole		private static MethodInfo _clearConsoleMethod;		private static MethodInfo ClearConsoleMethod		{			get			{				if (_clearConsoleMethod == null)				{					Assembly assembly = Assembly.GetAssembly(typeof(SceneView));					System.Type logEntries = assembly.GetType("UnityEditor.LogEntries");					_clearConsoleMethod = logEntries.GetMethod("Clear");				}				return _clearConsoleMethod;			}		}		/// <summary>		/// 清空控制台		/// </summary>		public static void ClearUnityConsole()		{			ClearConsoleMethod.Invoke(new object(), null);		}		#endregion		#region SceneUtility		public static bool HasDirtyScenes()		{			var sceneCount = EditorSceneManager.sceneCount;			for (var i = 0; i < sceneCount; ++i)			{				var scene = EditorSceneManager.GetSceneAt(i);				if (scene.isDirty)					return true;			}			return false;		}		#endregion		#region StringUtility		public static string RemoveFirstChar(string str)		{			if (string.IsNullOrEmpty(str))				return str;			return str.Substring(1);		}		public static string RemoveLastChar(string str)		{			if (string.IsNullOrEmpty(str))				return str;			return str.Substring(0, str.Length - 1);		}		public static List<string> StringToStringList(string str, char separator)		{			List<string> result = new List<string>();			if (!String.IsNullOrEmpty(str))			{				string[] splits = str.Split(separator);				foreach (string split in splits)				{					string value = split.Trim(); //移除首尾空格					if (!String.IsNullOrEmpty(value))					{						result.Add(value);					}				}			}			return result;		}		public static T NameToEnum<T>(string name)		{			if (Enum.IsDefined(typeof(T), name) == false)			{				throw new ArgumentException($"Enum {typeof(T)} is not defined name {name}");			}			return (T)Enum.Parse(typeof(T), name);		}		#endregion		#region 文件		/// <summary>		/// 创建文件所在的目录		/// </summary>		/// <param name="filePath">文件路径</param>		public static void CreateFileDirectory(string filePath)		{			string destDirectory = Path.GetDirectoryName(filePath);			CreateDirectory(destDirectory);		}		/// <summary>		/// 创建文件夹		/// </summary>		public static bool CreateDirectory(string directory)		{			if (Directory.Exists(directory) == false)			{				Directory.CreateDirectory(directory);				return true;			}			else			{				return false;			}		}		/// <summary>		/// 删除文件夹及子目录		/// </summary>		public static bool DeleteDirectory(string directory)		{			if (Directory.Exists(directory))			{				Directory.Delete(directory, true);				return true;			}			else			{				return false;			}		}		/// <summary>		/// 文件重命名		/// </summary>		public static void FileRename(string filePath, string newName)		{			string dirPath = Path.GetDirectoryName(filePath);			string destPath;			if (Path.HasExtension(filePath))			{				string extentsion = Path.GetExtension(filePath);				destPath = $"{dirPath}/{newName}{extentsion}";			}			else			{				destPath = $"{dirPath}/{newName}";			}			FileInfo fileInfo = new FileInfo(filePath);			fileInfo.MoveTo(destPath);		}		/// <summary>		/// 移动文件		/// </summary>		public static void MoveFile(string filePath, string destPath)		{			if (File.Exists(destPath))				File.Delete(destPath);			FileInfo fileInfo = new FileInfo(filePath);			fileInfo.MoveTo(destPath);		}		/// <summary>		/// 拷贝文件夹		/// 注意:包括所有子目录的文件		/// </summary>		public static void CopyDirectory(string sourcePath, string destPath)		{			sourcePath = EditorTools.GetRegularPath(sourcePath);			// If the destination directory doesn't exist, create it.			if (Directory.Exists(destPath) == false)				Directory.CreateDirectory(destPath);			string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories);			foreach (string file in fileList)			{				string temp = EditorTools.GetRegularPath(file);				string savePath = temp.Replace(sourcePath, destPath);				CopyFile(file, savePath, true);			}		}		/// <summary>		/// 拷贝文件		/// </summary>		public static void CopyFile(string sourcePath, string destPath, bool overwrite)		{			if (File.Exists(sourcePath) == false)				throw new FileNotFoundException(sourcePath);			// 创建目录			CreateFileDirectory(destPath);			// 复制文件			File.Copy(sourcePath, destPath, overwrite);		}		/// <summary>		/// 清空文件夹		/// </summary>		/// <param name="folderPath">要清理的文件夹路径</param>		public static void ClearFolder(string directoryPath)		{			if (Directory.Exists(directoryPath) == false)				return;			// 删除文件			string[] allFiles = Directory.GetFiles(directoryPath);			for (int i = 0; i < allFiles.Length; i++)			{				File.Delete(allFiles[i]);			}			// 删除文件夹			string[] allFolders = Directory.GetDirectories(directoryPath);			for (int i = 0; i < allFolders.Length; i++)			{				Directory.Delete(allFolders[i], true);			}		}		/// <summary>		/// 获取文件字节大小		/// </summary>		public static long GetFileSize(string filePath)		{			FileInfo fileInfo = new FileInfo(filePath);			return fileInfo.Length;		}		/// <summary>		/// 读取文件的所有文本内容		/// </summary>		public static string ReadFileAllText(string filePath)		{			if (File.Exists(filePath) == false)				return string.Empty;			return File.ReadAllText(filePath, Encoding.UTF8);		}		/// <summary>		/// 读取文本的所有文本内容		/// </summary>		public static string[] ReadFileAllLine(string filePath)		{			if (File.Exists(filePath) == false)				return null;			return File.ReadAllLines(filePath, Encoding.UTF8);		}		/// <summary>		/// 检测AssetBundle文件是否合法		/// </summary>		public static bool CheckBundleFileValid(byte[] fileData)		{			string signature = ReadStringToNull(fileData, 20);			if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA")				return true;			else				return false;		}		private static string ReadStringToNull(byte[] data, int maxLength)		{			List<byte> bytes = new List<byte>();			for (int i = 0; i < data.Length; i++)			{				if (i >= maxLength)					break;				byte bt = data[i];				if (bt == 0)					break;				bytes.Add(bt);			}			if (bytes.Count == 0)				return string.Empty;			else				return Encoding.UTF8.GetString(bytes.ToArray());		}		#endregion		#region 路径		/// <summary>		/// 获取规范的路径		/// </summary>		public static string GetRegularPath(string path)		{			return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式		}		/// <summary>		/// 获取项目工程路径		/// </summary>		public static string GetProjectPath()		{			string projectPath = Path.GetDirectoryName(Application.dataPath);			return GetRegularPath(projectPath);		}		/// <summary>		/// 转换文件的绝对路径为Unity资源路径		/// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt		/// </summary>		public static string AbsolutePathToAssetPath(string absolutePath)		{			string content = GetRegularPath(absolutePath);			return Substring(content, "Assets/", true);		}		/// <summary>		/// 转换Unity资源路径为文件的绝对路径		/// 例如:Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt		/// </summary>		public static string AssetPathToAbsolutePath(string assetPath)		{			string projectPath = GetProjectPath();			return $"{projectPath}/{assetPath}";		}		/// <summary>		/// 递归查找目标文件夹路径		/// </summary>		/// <param name="root">搜索的根目录</param>		/// <param name="folderName">目标文件夹名称</param>		/// <returns>返回找到的文件夹路径,如果没有找到返回空字符串</returns>		public static string FindFolder(string root, string folderName)		{			DirectoryInfo rootInfo = new DirectoryInfo(root);			DirectoryInfo[] infoList = rootInfo.GetDirectories();			for (int i = 0; i < infoList.Length; i++)			{				string fullPath = infoList[i].FullName;				if (infoList[i].Name == folderName)					return fullPath;				string result = FindFolder(fullPath, folderName);				if (string.IsNullOrEmpty(result) == false)					return result;			}			return string.Empty;		}		/// <summary>		/// 截取字符串		/// 获取匹配到的后面内容		/// </summary>		/// <param name="content">内容</param>		/// <param name="key">关键字</param>		/// <param name="includeKey">分割的结果里是否包含关键字</param>		/// <param name="searchBegin">是否使用初始匹配的位置,否则使用末尾匹配的位置</param>		public static string Substring(string content, string key, bool includeKey, bool firstMatch = true)		{			if (string.IsNullOrEmpty(key))				return content;			int startIndex = -1;			if (firstMatch)				startIndex = content.IndexOf(key); //返回子字符串第一次出现位置					else				startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置			// 如果没有找到匹配的关键字			if (startIndex == -1)				return content;			if (includeKey)				return content.Substring(startIndex);			else				return content.Substring(startIndex + key.Length);		}		#endregion	}}
 |