Settings.cs 5.1 KB

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  1. using System.Collections.Generic;
  2. using System.IO;
  3. using UnityEditor;
  4. using UnityEngine;
  5. namespace VEngine.Editor.Builds
  6. {
  7. public enum ScriptPlayMode
  8. {
  9. Simulation,
  10. Preload,
  11. Incremental
  12. }
  13. [CreateAssetMenu(menuName = "Versions/Settings", fileName = "Settings", order = 0)]
  14. public sealed class Settings : ScriptableObject
  15. {
  16. public List<string> excludeFiles =
  17. new List<string>
  18. {
  19. ".spriteatlas",
  20. ".giparams",
  21. "LightingData.asset"
  22. };
  23. public bool offlineMode;
  24. public ScriptPlayMode scriptPlayMode = ScriptPlayMode.Simulation;
  25. public static string PlatformBuildPath
  26. {
  27. get
  28. {
  29. var dir = Utility.buildPath + $"/{GetPlatformName()}";
  30. if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
  31. return dir;
  32. }
  33. }
  34. public static string UnityBuildPath
  35. {
  36. get
  37. {
  38. var dir = Utility.BuildlesUnityFolder + $"/{GetPlatformName()}";
  39. if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
  40. return dir;
  41. }
  42. }
  43. public static string BuildPlayerDataPath =>
  44. string.Format("{0}/{1}", Application.streamingAssetsPath, Utility.buildPath);
  45. public static PlayerSettings GetPlayerSettings()
  46. {
  47. return LoadAsset<PlayerSettings>("Assets/Resources/PlayerSettings.asset");
  48. }
  49. public static Settings GetDefaultSettings()
  50. {
  51. var guilds = AssetDatabase.FindAssets("t:Settings");
  52. foreach (var guild in guilds)
  53. {
  54. var assetPath = AssetDatabase.GUIDToAssetPath(guild);
  55. if (string.IsNullOrEmpty(assetPath)) continue;
  56. var settings = LoadAsset<Settings>(assetPath);
  57. if (settings == null) continue;
  58. return settings;
  59. }
  60. return LoadAsset<Settings>("Assets/Settings.asset");
  61. }
  62. public static Manifest GetManifest()
  63. {
  64. var manifest = CreateInstance<Manifest>();
  65. manifest.name = nameof(Manifest);
  66. var path = GetBuildPath(manifest.name);
  67. if (!File.Exists(path)) return manifest;
  68. manifest.Load(path);
  69. return manifest;
  70. }
  71. public static List<ManifestBundle> GetBundlesInBuild(bool includeManifest)
  72. {
  73. var bundles = new List<ManifestBundle>();
  74. var manifest = GetManifest();
  75. bundles.AddRange(manifest.bundles);
  76. if (includeManifest)
  77. {
  78. var manifestName = $"{manifest.name}";
  79. var manifestVersionName = Manifest.GetVersionFile(manifestName);
  80. bundles.Add(new ManifestBundle
  81. {
  82. name = manifestVersionName,
  83. nameWithAppendHash = manifestVersionName
  84. });
  85. bundles.Add(new ManifestBundle
  86. {
  87. name = manifestName,
  88. nameWithAppendHash = manifestName
  89. });
  90. }
  91. return bundles;
  92. }
  93. public static string GetBuildPath(string file)
  94. {
  95. return $"{PlatformBuildPath}/{file}";
  96. }
  97. public static string GetPlatformName()
  98. {
  99. switch (EditorUserBuildSettings.activeBuildTarget)
  100. {
  101. case BuildTarget.Android:
  102. return "Android";
  103. case BuildTarget.StandaloneOSX:
  104. return "OSX";
  105. case BuildTarget.StandaloneWindows:
  106. case BuildTarget.StandaloneWindows64:
  107. return "Windows";
  108. case BuildTarget.iOS:
  109. return "iOS";
  110. case BuildTarget.WebGL:
  111. return "WebGL";
  112. default:
  113. return Utility.unsupportedPlatform;
  114. }
  115. }
  116. public static void PingWithSelected(Object target)
  117. {
  118. Selection.activeObject = target;
  119. EditorGUIUtility.PingObject(target);
  120. }
  121. public static T LoadAsset<T>(string path) where T : ScriptableObject
  122. {
  123. var asset = AssetDatabase.LoadAssetAtPath<T>(path);
  124. if (asset != null) return asset;
  125. var dir = Path.GetDirectoryName(path);
  126. if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir)) Directory.CreateDirectory(dir);
  127. asset = CreateInstance<T>();
  128. AssetDatabase.CreateAsset(asset, path);
  129. return asset;
  130. }
  131. public static void SaveAsset(Object asset)
  132. {
  133. EditorUtility.SetDirty(asset);
  134. AssetDatabase.SaveAssets();
  135. AssetDatabase.Refresh();
  136. }
  137. public static IEnumerable<string> GetDependencies(string path)
  138. {
  139. var set = new HashSet<string>(AssetDatabase.GetDependencies(path, true));
  140. set.Remove(path);
  141. return set;
  142. }
  143. }
  144. }