public void InitAssetInfo() { AssetViewerDirectory dir = new AssetViewerDirectory(_testDirectory); dir.InitAssetInfo(); Assert.That(dir.ContainsSubDirectories); }
public void InitDependencyDirectories() { AssetViewerDirectory dir = new AssetViewerDirectory(_testDirectory); dir.InitDependencyDirectories(); Assert.AreEqual(dir.DependencyDirectories[0], "Assets/Editor"); Assert.AreEqual(dir.DependencyDirectories[1], "Assets/Editor/UnitTests"); }
public void InitAssetManifest() { // test null AssetViewerDirectory dir = new AssetViewerDirectory(_testDirectory); dir.InitAssetManifest(); Assert.That(dir.AssetViewerManifest == null); }
public void CloseDirectory() { AssetViewerDirectory dir = new AssetViewerDirectory(_openDirectory); dir.Init(); dir.CloseDirectory(); Assert.That(!dir.Directory.FullName.Contains("~")); }
public void OpenDirectory() { AssetViewerDirectory dir = new AssetViewerDirectory(_closedDirectory); dir.Init(); dir.OpenDirectory(); Assert.That(dir.Directory.FullName.Contains("~")); }
internal void CloneFlags(AssetViewerDirectory directory) { this.IsSelected = directory.IsSelected; this.IsExpanded = directory.IsExpanded; this.IsSearched = directory.IsSearched; this.ShowAssetBundleDependencies = directory.ShowAssetBundleDependencies; if (this.AssetInfo.Count == directory.AssetInfo.Count) { for (int i = 0; i < this.AssetInfo.Count; ++i) { this.AssetInfo[i].IsSelected = directory.AssetInfo[i].IsSelected; this.AssetInfo[i].IsSearched = directory.AssetInfo[i].IsSearched; } } }
/// <summary> /// Inits the viewer window, and sets up all the AssetViewerDirectories to show. /// </summary> private void InitViewerWindow() { // get all Files that are under the main Asset TO Bundle directory DirectoryInfo directory = new DirectoryInfo(AssetBundleSettings.Instance.AssetsToBundleDirectory); DirectoryInfo [] dirs = directory.GetDirectories("*", SearchOption.AllDirectories); // we always want the main directory expanded if (_expandedDirectories.Count == 0) { _expandedDirectories.Add(directory.FullName); } // cycle through all directories and create the custom viewer directory // only add a new directory to the list if it has been modified // we check to see if its been modified based on its directory name for (int i = 0; i < dirs.Length; ++i) { AssetViewerDirectory viewerDirectory = new AssetViewerDirectory(dirs[i].FullName); viewerDirectory.Init(); // if the name has changed it means we need to update it in the list int index = _viewerDirectories.FindIndex(o => o.ExpandedDirectoryName.Equals(viewerDirectory.ExpandedDirectoryName)); if (index == -1) { _viewerDirectories.Add(viewerDirectory); } else { viewerDirectory.CloneFlags(_viewerDirectories[index]); _viewerDirectories.RemoveAt(index); _viewerDirectories.Insert(index, viewerDirectory); } } // sort based on the directory name // this will get all the directories in a correct visible order _viewerDirectories.Sort((x, y) => { return(x.ExpandedDirectoryName.CompareTo(y.ExpandedDirectoryName)); }); }