Ejemplo n.º 1
0
        private static void HandleInitialize()
        {
            EditorApplication.delayCall -= HandleInitialize;

            // Also ensures the addressable settings are created.
            settings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.GetSettings(true);
        }
        private bool IsBeingUsedByAddressableSystem()
        {
            #if USING_UNITY_ADDRESSABLES
            UnityEditor.AddressableAssets.Settings.AddressableAssetSettings settings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings;
            string buildPath = this.GetType().FullName + "." + nameof(BuildPath);

            if (settings == null)
            {
                return(false);
            }

            foreach (var group in settings.groups.Where(x => x.entries.IsNullOrEmpty() == false))
            {
                foreach (var schema in group.Schemas.OfType <UnityEditor.AddressableAssets.Settings.GroupSchemas.BundledAssetGroupSchema>())
                {
                    if (schema?.BuildPath?.GetValue(settings) == buildPath)
                    {
                        return(true);
                    }
                }
            }
            #endif

            return(false);
        }
Ejemplo n.º 3
0
        protected T EditorLoad <T>(string address) where T : UnityEngine.Object
        {
            if (address == null || address == "")
            {
                return(null);
            }
#if UNITY_EDITOR
            string subAddress = null;
            if (address.Contains("["))
            {
                subAddress = address.Split('[', ']')[1];
                address    = address.Split('[', ']')[0];
            }

            UnityEditor.AddressableAssets.Settings.AddressableAssetSettings     settings   = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings;
            List <UnityEditor.AddressableAssets.Settings.AddressableAssetEntry> allEntries = new List <UnityEditor.AddressableAssets.Settings.AddressableAssetEntry>(settings.groups.SelectMany(g => g.entries));
            UnityEditor.AddressableAssets.Settings.AddressableAssetEntry        foundEntry = allEntries.FirstOrDefault(e => e.address == address);

            if (foundEntry != null)
            {
                if (subAddress != null)
                {
                    UnityEngine.Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(foundEntry.AssetPath); //loads all sub-assets from one asset

                    if (objects.Length > 0)
                    {
                        for (int i = 0; i < objects.Length; i++)                                    // loop on all sub-assets loaded
                        {
                            if (objects[i].name == subAddress && objects[i].GetType() == typeof(T)) // if the name AND the type match we found it
                            {
                                return((objects[i]) as T);
                            }
                        }
                    }
                }
                else
                {
                    return(UnityEditor.AssetDatabase.LoadAssetAtPath <T>(foundEntry.AssetPath));
                }
            }
            return(null);
#else
            Debug.LogError("Can't load addressable asset with editor load option!");
            return(null);
#endif
        }
Ejemplo n.º 4
0
        private static bool IsBeingUsedByAddressableSystem()
        {
            UnityEditor.AddressableAssets.Settings.AddressableAssetSettings settings = UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings;
            string buildPath = typeof(UploadAddressableToAzureSettings).FullName + "." + nameof(BuildPath);

            if (settings == null)
            {
                return(false);
            }

            foreach (var group in settings.groups.Where(x => x.entries.IsNullOrEmpty() == false))
            {
                foreach (var schema in group.Schemas.OfType <UnityEditor.AddressableAssets.Settings.GroupSchemas.BundledAssetGroupSchema>())
                {
                    if (schema?.BuildPath?.GetValue(settings) == buildPath)
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }