Beispiel #1
0
        internal void ReadFromProject(bool force)
        {
            var paths = AssetDatabase.GetAllAssetPaths().ToList();

            paths.RemoveAll(item => !item.StartsWith("Assets/"));
            var guids = paths.Select(item => AssetDatabase.AssetPathToGUID(item)).ToArray();

            cacheStamp++;

            // Check for new assets
            for (var i = 0; i < guids.Length; i++)
            {
                if (!FR2_Asset.IsValidGUID(guids[i]))
                {
                    continue;
                }

                FR2_Asset asset;

                if (AssetMap.TryGetValue(guids[i], out asset))
                {
                    asset.cacheStamp = cacheStamp;
                    continue;
                }

                ;

                // New asset
                AddAsset(guids[i]);
            }

            // Check for deleted assets
            for (var i = AssetList.Count - 1; i >= 0; i--)
            {
                if (AssetList[i].cacheStamp != cacheStamp)
                {
                    RemoveAsset(AssetList[i]);
                }
            }

            // Refresh definition list
            for (var i = 0; i < AssetList.Count; i++)
            {
                AddSymbols(AssetList[i]);
            }

            if (force)
            {
                timeStamp  = FR2_Unity.Epoch(DateTime.Now);
                workCount += AssetMap.Count;
                queueLoadContent.AddRange(AssetMap.Values.ToList());
            }
        }
Beispiel #2
0
        internal void LoadAssetInfo()
        {
            assetPath = AssetDatabase.GUIDToAssetPath(guid);

            if (string.IsNullOrEmpty(assetPath))
            {
                state = FR2_AssetState.MISSING;
                return;
            }

            if (!assetPath.StartsWith("Assets/", StringComparison.Ordinal))
            {
#if FR2_DEBUG
                Debug.LogWarning("Something wrong ! Should never be here !\n" + assetPath + "\n" + guid);
#endif
                return;
            }

            var info = new FileInfo(assetPath);
            assetName   = info.Name;
            extension   = info.Extension.ToLower();
            assetFolder = assetPath.Substring(7, Mathf.Max(0, assetPath.Length - assetName.Length - 7));
            // 7 = "Assets/".Length
            loaded = stamp == FR2_Unity.Epoch(info.LastWriteTime);

            if (Directory.Exists(info.FullName))
            {
                type = FR2_AssetType.FOLDER;
            }
            else if (File.Exists(info.FullName))
            {
                if (type == FR2_AssetType.UNKNOWN)
                {
                    GuessAssetType();
                }

                fileSize         = info.Length;
                inEditor         = assetPath.Contains("/Editor/");
                inResources      = assetPath.Contains("/Resources/");
                inStreamingAsset = assetPath.Contains("/StreamingAsset/");
                inPlugins        = assetPath.StartsWith("Assets/Plugins/", StringComparison.Ordinal);
                fileInfoHash     = info.Length + info.Extension;
            }
            else
            {
                state = FR2_AssetState.MISSING;
            }
        }
Beispiel #3
0
        private static void FoundCache(bool savePrefs, bool writeFile)
        {
            var elapseTime = FR2_Unity.Epoch(DateTime.Now) - _cache.timeStamp;

            _cache.Check4Changes(!EditorApplication.isPlaying, elapseTime > FORCE_REFRESH_DURATION);
            _cachePath = AssetDatabase.GetAssetPath(_cache);
            _cacheGUID = AssetDatabase.AssetPathToGUID(_cachePath);

            if (savePrefs)
            {
                EditorPrefs.SetString("fr2_cache.guid", _cacheGUID);
            }
            if (writeFile)
            {
                File.WriteAllText("Library/fr2_cache.guid", _cacheGUID);
            }
        }
Beispiel #4
0
        internal void LoadContent(bool force)
        {
            if (state == FR2_AssetState.NEW)
            {
                LoadAssetInfo();
            }

            if (IsMissing || type == FR2_AssetType.NON_READABLE)
            {
                return;
            }

            if (type == FR2_AssetType.DLL)
            {
#if FR2_DEBUG
                Debug.LogWarning("Parsing DLL not yet supportted ");
#endif
                return;
            }

            if (loaded && !force)
            {
                return;
            }

            // Check for file / folder changes & validate if file / folder exist
            var newStamp = stamp;
            var exist    = true;

            if (IsFolder)
            {
                var info = new DirectoryInfo(assetPath);
                exist    = info.Exists;
                newStamp = FR2_Unity.Epoch(info.LastWriteTime);
            }
            else
            {
                var info = new FileInfo(assetPath);
                exist    = info.Exists;
                newStamp = FR2_Unity.Epoch(info.LastWriteTime);
            }

            if (!exist)
            {
                state = FR2_AssetState.MISSING;
                return;
            }

            loaded = true;
            if (newStamp == stamp && !force)
            {
#if FR2_DEBUG
                Debug.Log("Unchanged : " + stamp + ":" + assetName + ":" + type);
#endif
                return; // nothing changed
            }

            stamp = newStamp;

            UseGUIDs.Clear();

            if (IsFolder)
            {
                LoadFolder();
            }
            else if (IsReferencable)
            {
                LoadYAML();
            }
            else if (IsBinaryAsset)
            {
                LoadBinaryAsset();
            }
            else if (IsScript)
            {
                LoadScript();
            }
        }