Esempio n. 1
0
        internal void LoadBinaryAsset()
        {
            UseGUIDs.Clear();

            //var assets = AssetDatabase.LoadAllAssetsAtPath(assetPath);
            //for (var i = 0;i < assets.Length; i++){
            //	Debug.Log(i + " : "+ assets[i].name + ":" + assets[i].GetType() + "\n" +
            //		//EditorUtility.GetAssetPath(assets[i]) + "\n"
            //		assets[i].GetHashCode()
            //	);
            //}

            var assetData = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object));

            if (assetData is GameObject)
            {
                type = FR2_AssetType.MODEL;
                LoadGameObject(assetData as GameObject);
            }
            else if (assetData is TerrainData)
            {
                type = FR2_AssetType.TERRAIN;
                LoadTerrainData(assetData as TerrainData);
            }

            //Debug.Log("LoadBinaryAsset :: " + assetData + ":" + type);

            assetData = null;
            FR2_Unity.UnloadUnusedAssets();
        }
Esempio n. 2
0
        public FR2_Asset(string guid)
        {
            this.guid = guid;

            type          = FR2_AssetType.UNKNOWN;
            UseGUIDs      = new List <string>();
            ScriptSymbols = new List <string>();
            ScriptTokens  = new List <string>();
        }
Esempio n. 3
0
        internal List <FR2_Asset> FindAssetsOfType(FR2_AssetType type)
        {
            var result = new List <FR2_Asset>();

            foreach (var item in AssetMap)
            {
                if (item.Value.type != type)
                {
                    continue;
                }
                result.Add(item.Value);
            }
            return(result);
        }
Esempio n. 4
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;
            }
        }
Esempio n. 5
0
        // --------------------------------- APIs ------------------------------

        internal void GuessAssetType()
        {
            if (SCRIPT_EXTENSIONS.Contains(extension))
            {
                type = FR2_AssetType.SCRIPT;
            }
            else if (REFERENCABLE_EXTENSIONS.Contains(extension))
            {
                var isUnity = extension == ".unity";
                type = isUnity ? FR2_AssetType.SCENE : FR2_AssetType.REFERENCABLE;

                if (extension == ".asset" || isUnity)
                {
                    var buffer = new byte[5];

                    try
                    {
                        var stream = File.OpenRead(assetPath);
                        stream.Read(buffer, 0, 5);
                        stream.Close();
                    }
#if FR2_DEBUG
                    catch (Exception e)
                    {
                        Debug.LogWarning("Guess Asset Type error :: " + e + "\n" + assetPath);
#else
                    catch
                    {
#endif
                        state = FR2_AssetState.MISSING;
                        return;
                    }

                    var str = string.Empty;
                    foreach (var t in buffer)
                    {
                        str += (char)t;
                    }

                    if (str != "%YAML")
                    {
                        type = FR2_AssetType.BINARY_ASSET;
                        //var assetData = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object));
                        //type = assetData is TerrainData ? FR2_AssetType.TERRAIN : FR2_AssetType.BINARY_ASSET;
                        //assetData = null;
                        //FR2_Unity.UnloadUnusedAssets();
                    }
                }
            }
            else if (extension == ".fbx")
            {
                type = FR2_AssetType.MODEL;
            }
            else if (extension == ".dll")
            {
                type = FR2_AssetType.DLL;
            }
            else
            {
                type = FR2_AssetType.NON_READABLE;
            }
        }