public static void CompileInk(InkFile[] inkFiles, bool immediate, Action onComplete)
        {
                        #if UNITY_2019_4_OR_NEWER
            AssetDatabase.DisallowAutoRefresh();
                        #endif

            InkLibrary.Validate();
            if (onComplete != null)
            {
                onCompleteActions.Add(onComplete);
            }
            StringBuilder filesCompiledLog = new StringBuilder("Files compiled:");
            foreach (var inkFile in inkFiles)
            {
                filesCompiledLog.AppendLine().Append(inkFile.filePath);
            }

            StringBuilder outputLog = new StringBuilder();
            outputLog.Append("Ink compilation started at ");
            outputLog.AppendLine(DateTime.Now.ToLongTimeString());
            outputLog.Append(filesCompiledLog.ToString());
            Debug.Log(outputLog);

            foreach (var inkFile in inkFiles)
            {
                CompileInkInternal(inkFile, immediate);
            }
        }
Example #2
0
        public static void Bake([NotNull] MeshAnimationAsset asset)
        {
            if (asset == null)
            {
                throw new ArgumentNullException(nameof(asset));
            }

            var error = asset.GetValidationMessage();

            if (error != null)
            {
                throw new InvalidOperationException(error);
            }

            try
            {
                AssetDatabase.DisallowAutoRefresh();
                EditorUtility.DisplayProgressBar("Mesh Animator", "Baking", 0f);

                DestroyObject(ref asset.bakedTexture);
                CreateTexture(asset, out var aborted);
                if (!aborted)
                {
                    CreateMaterial(asset);
                    BakeAnimations(asset);
                }

                SaveAsset(asset);
            }
            finally
            {
                EditorUtility.ClearProgressBar();
                AssetDatabase.AllowAutoRefresh();
            }
        }
Example #3
0
        ///---------------------------------------------------------------------
        /// Called at 10 frames per second
        private void OnInspectorUpdate()
        {
            var startWork = false;

            if (startMarkUp > 0)
            {
                var progress = Math.Max(0, Math.Min(1, (EditorApplication.timeSinceStartup - startMarkUp) / startDuration));
                if (EditorUtility.DisplayCancelableProgressBar("Work start in:", string.Empty, (float)progress))
                {
                    startMarkUp = -1;
                    EditorUtility.ClearProgressBar();
                }
                else if (progress >= 1)
                {
                    startWork = true;
                }
            }

            if (startWork)
            {
                startMarkUp = -1;
                EditorUtility.ClearProgressBar();

                foreach (var builder in activeCodeBuilders)
                {
                    builder.RunInTestMode = runInTestMode.value;
                    builder.Init();
                    builder.StartWork();
                }

                isWorking = true;
                AssetDatabase.DisallowAutoRefresh();
            }

            if (isWorking)
            {
                isWorking = false;
                rootVisualElement.SetEnabled(true);
                if (activeCodeBuilders.Count > 0)
                {
                    activeCodeBuilders.RemoveAll((x) => { return(x == null); });
                    for (int b = 0; b < activeCodeBuilders.Count; b++)
                    {
                        var builder = activeCodeBuilders[b];
                        if (builder.IsWorking)
                        {
                            rootVisualElement.SetEnabled(false);
                            builder.Update();
                            isWorking = true;
                        }
                    }
                }

                if (!isWorking)
                {
                    AssetDatabase.AllowAutoRefresh();
                    AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
                }
            }
        }
        public static async Task Execute()
        {
            AssetDatabase.DisallowAutoRefresh();
            progress = 0;
            UpdateProgressBar(0.1f, nameof(Execute));
            await DownloadSubmoduleAsync();

            AssetDatabase.Refresh();
            UpdateProgressBar(1 - progress, "Finish");
            AssetDatabase.AllowAutoRefresh();
            EditorUtility.ClearProgressBar();
        }
        internal void DownloadRepositoryToPathIfNeeded(
            string cloudRepository,
            string cloudOrganization,
            string projectPath,
            string unityAccessToken)
        {
            AssetDatabase.DisallowAutoRefresh();

            try
            {
                BuildProgressSpeedAndRemainingTime.ProgressData progressData =
                    new BuildProgressSpeedAndRemainingTime.ProgressData(DateTime.Now);

                ThreadPool.QueueUserWorkItem(
                    DownloadRepository,
                    new DownloadRepositoryParameters()
                {
                    CloudOrganization = cloudOrganization,
                    CloudRepository   = cloudRepository,
                    ProjectPath       = projectPath,
                    AccessToken       = unityAccessToken
                });

                while (!mOperationFinished)
                {
                    if (mDisplayProgress)
                    {
                        DisplayProgress(
                            mUpdateNotifier.GetUpdateStatus(),
                            progressData,
                            cloudRepository);
                    }

                    Thread.Sleep(150);
                }
            }
            finally
            {
                EditorUtility.ClearProgressBar();

                AssetDatabase.AllowAutoRefresh();

                RefreshAsset.UnityAssetDatabase();

                if (!mOperationFailed)
                {
                    AssetMenuItems.Enable();
                    ShowWindow.PlasticAfterDownloadingProject();
                }
            }
        }
        public static void CompileInk(InkFile[] inkFiles, bool immediate, Action onComplete = null)
        {
            if (inkFiles == null || inkFiles.Length == 0)
            {
                return;
            }
                        #if UNITY_2019_4_OR_NEWER
            if (!disallowedAutoRefresh)
            {
                disallowedAutoRefresh = true;
                try {
                    AssetDatabase.DisallowAutoRefresh();
                } catch (Exception e) {
                    Debug.LogWarning("Failed DisallowAutoRefresh " + e);
                }
            }
                        #endif

            InkLibrary.Validate();
            if (onComplete != null)
            {
                onCompleteActions.Add(onComplete);
            }
            StringBuilder filesCompiledLog = new StringBuilder("Files compiled:");
            foreach (var inkFile in inkFiles)
            {
                filesCompiledLog.AppendLine().Append(inkFile.filePath);
            }

            StringBuilder outputLog = new StringBuilder();
            outputLog.Append("Ink compilation started at ");
            outputLog.AppendLine(DateTime.Now.ToLongTimeString());
            outputLog.Append(filesCompiledLog.ToString());
            Debug.Log(outputLog);

            foreach (var inkFile in inkFiles)
            {
                CompileInkInternal(inkFile, immediate);
            }
        }
Example #7
0
        public static void BuildProject()
        {
            if (_isAnythingRunning)
            {
                return;
            }
            _isAnythingRunning = true;

            ClearConsoleLogs();

            AssetDatabase.DisallowAutoRefresh();

            Debug.Log("---->>> Starting C++ project build");

            BuildOutputParser parser = new BuildOutputParser();
            ProcessRunner     runner = new ProcessRunner(_cppProjectPath, _cmakeCachesPath, parser);

            if (!Directory.Exists(runner.cmakeCachesPath))
            {
                Directory.CreateDirectory(runner.cmakeCachesPath);
            }

            EditorUtility.DisplayProgressBar(_progressBarTitle, "Starting C++ project build", 0F);

            string[] arguments =
            {
                _buildTypeParameter,
                $"-G \"{_cmakeGenerationString}\"",
                $"\"{runner.cppProjectPath}\"",
                $"-B \"{runner.cmakeCachesPath}\"",
            };

            runner.applicationPath     = _cmakePath;
            runner.arguments           = arguments;
            runner.workingDirectory    = runner.cppProjectPath;
            runner.progressUpdateEvent = UpdateProgressBar;
            runner.exitEvent           = DidFinishGeneratingCppProject;

            runner.RunProcess();
        }
        public static void CompileInk(params InkFile[] inkFiles)
        {
            _postAssetDataBaseRefreshActions.Clear();
            AssetDatabase.DisallowAutoRefresh();
            try
            {
                CompileInk(inkFiles, true, null);                //use immediate=true to avoid thread access issues.
            }
            finally
            {
                AssetDatabase.AllowAutoRefresh();
            }
            AssetDatabase.Refresh();

            foreach (var action in _postAssetDataBaseRefreshActions)
            {
                action();
            }
            _postAssetDataBaseRefreshActions.Clear();

            InkLibrary.Save();
            InkMetaLibrary.Save();
        }
Example #9
0
        internal void DownloadRepositoryToPathIfNeeded(
            string cloudRepository,
            string cloudOrganization,
            string projectPath)
        {
            var allowAutoRefreshFeature = new AssetDatabase().GetType().GetMethod("DisallowAutoRefresh") != null;

            #if allowAutoRefreshFeature
            AssetDatabase.DisallowAutoRefresh();
            #endif

            try
            {
                BuildProgressSpeedAndRemainingTime.ProgressData progressData =
                    new BuildProgressSpeedAndRemainingTime.ProgressData(DateTime.Now);

                ThreadPool.QueueUserWorkItem(
                    DownloadRepository,
                    new DownloadRepositoryParameters()
                {
                    CloudOrganization = cloudOrganization,
                    CloudRepository   = cloudRepository,
                    ProjectPath       = projectPath,
                    AccessToken       = CloudProjectSettings.accessToken
                });

                while (!mOperationFinished)
                {
                    if (mDisplayProgress)
                    {
                        DisplayProgress(
                            mUpdateNotifier.GetUpdateStatus(),
                            progressData,
                            cloudRepository);
                    }

                    Thread.Sleep(150);
                }
            }
            finally
            {
                EditorUtility.ClearProgressBar();

                #if allowAutoRefreshFeature
                AssetDatabase.AllowAutoRefresh();
                #endif

                DisableCollabIfEnabled(projectPath);

                RefreshAsset.UnityAssetDatabase();

                if (!mOperationFailed)
                {
                    // we just download a cloud project,
                    // so let's assume we're going to use Cloud Edition
                    SetupUnityEditionToken.ToCloud();

                    ShowWindow.Plastic();
                }
            }
        }
        private static void GenerateForDataTypes(Type[] dataTypes)
        {
            var @namespace    = $"{typeof(DataContainer).Namespace}.GeneratedClasses";
            var codeFileInfos = GenerateCodeFiles(@namespace, GenerateTypeDeclarations(dataTypes));

            var directory = new DirectoryInfo(Path.Combine(Application.dataPath, "Generated", "JakePerry", "ScriptableData"));

            directory.Create();

            // Get reference to the project folder (one up from Assets).
            var projectDirFullName = directory.Parent.Parent.Parent.Parent.FullName;

            int trimCount = projectDirFullName.Length + 1;

            if (projectDirFullName.EndsWith("/") || projectDirFullName.EndsWith("\\"))
            {
                trimCount++;
            }

            AssetDatabase.DisallowAutoRefresh();
            try
            {
                int debugCount = 0;

                foreach (var codeFileInfo in codeFileInfos)
                {
                    var file = WriteCodeFile(codeFileInfo, directory);

                    var fileFullName = file.FullName;
                    Debug.Assert(fileFullName.StartsWith(projectDirFullName));

                    var projectRelativePath = fileFullName.Substring(trimCount).Replace('\\', '/');

                    AssetDatabase.ImportAsset(projectRelativePath);
                    var monoScript = AssetDatabase.LoadAssetAtPath <MonoScript>(projectRelativePath);

                    if (monoScript == null)
                    {
                        Logger.LogError($"Failed to find generated file at path {projectRelativePath}");
                        continue;
                    }

                    EditorAssetUtilities.AddLabel(monoScript, GENERATED_SCRIPT_LABEL);
                    debugCount++;
                }

                AssetDatabase.Refresh();

                if (debugCount == codeFileInfos.Length)
                {
                    Logger.Log($"Successfully generated {debugCount.ToString()} code files.");
                }
                else
                {
                    Logger.Log($"{debugCount.ToString()} of {codeFileInfos.Length.ToString()} files were successfully generated.");
                }
            }
            finally
            {
                AssetDatabase.AllowAutoRefresh();
            }
        }