Esempio n. 1
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    public void AssetPathTOSystemPathConvert()
    {
        string systemPath = Application.dataPath + "/UnityIO/Editor/Unit Tests/Loading Assets/Misc Prefab.prefab";
        string assetPath  = "Assets/UnityIO/Editor/Unit Tests/Loading Assets/Misc Prefab.prefab";
        string result     = IO.AssetPathToSystemPath(assetPath);

        Assert.AreEqual(systemPath, result, "The path did not convert correctly");
    }
Esempio n. 2
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        /// <summary>
        /// Move an asset file from one folder to another.
        /// </summary>
        /// <param name="oldPath">The path where the asset currently resides.</param>
        /// <param name="newPath">The path which the asset should be moved to.</param>
        /// <returns></returns>
        public static string MoveAsset(string oldPath, string newPath)
        {
#if UNITY_EDITOR
            return(uAssetDatabase.MoveAsset(oldPath, newPath));
#else
            oldPath = IO.AssetPathToSystemPath(oldPath);
            newPath = IO.AssetPathToSystemPath(newPath);
            File.Move(oldPath, newPath);
            return(null);
#endif
        }
Esempio n. 3
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        /// <summary>
        /// returns true if it exists, false otherwise false.
        /// </summary>
        public static bool IsValidFolder(string assetPath)
        {
#if UNITY_EDITOR
            return(uAssetDatabase.IsValidFolder(assetPath));
#else
            // Convert our path to a system path
            string sourceFilePath = IO.AssetPathToSystemPath(assetPath);
            // Return if it exists or not.
            return(Directory.Exists(sourceFilePath));
#endif
        }
Esempio n. 4
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        /// <summary>
        /// Duplicates the asset at path and stores it at newPath.
        /// </summary>
        /// <returns>Returns true if the copy was successful.</returns>
        public static bool CopyAsset(string path, string newPath)
        {
#if UNITY_EDITOR
            return(uAssetDatabase.CopyAsset(path, newPath));
#else
            // Convert our path to a system path
            string sourceFilePath = IO.AssetPathToSystemPath(path);
            // Get a unique one for our detestation path.
            string destSystemPath = GenerateUniqueAssetPath(newPath);
            // Copy the file.
            File.Copy(sourceFilePath, destSystemPath, false);
            // Return our result
            return(true);
#endif
        }
Esempio n. 5
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        /// <summary>
        /// Creates a new unique path for an asset.
        /// </summary>
        public static string GenerateUniqueAssetPath(string assetPath)
        {
            // Get our system path since we need the full one.
            string systemPath = IO.AssetPathToSystemPath(assetPath);
            // Create a holder for a unique one.
            string uniquePath = systemPath;

            // Loop till max int (We should never have that many folder but we don't want to loop forever).
            for (int i = 0; i < int.MaxValue; i++)
            {
                // If the file does not exist we can break.
                if (!File.Exists(uniquePath))
                {
                    break;
                }
                // One with that name already exists so we append our number to the file name.
                uniquePath = IO.AppendName(systemPath, " " + i.ToString());
            }
            return(uniquePath);
        }
Esempio n. 6
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        /// <summary>
        /// Deletes the asset file at path.
        // Returns true if the asset has been successfully deleted, false if it doesn't exit or couldn't be removed.
        /// </summary>
        public static bool DeleteAsset(string assetPath)
        {
#if UNITY_EDITOR
            return(uAssetDatabase.DeleteAsset(assetPath));
#else
            // Convert to system path
            string systemPath = IO.AssetPathToSystemPath(assetPath);
            // Check if it exists
            if (File.Exists(systemPath))
            {
                // Delete it
                File.Delete(systemPath);
                // Return true
                return(true);
            }
            else
            {
                return(false);
            }
#endif
        }
Esempio n. 7
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        /// <summary>
        /// Checks if an asset file can be moved from one folder to another. (Without actually moving the file).
        /// </summary>
        /// <param name="oldPath">The path where the asset currently resides.</param>
        /// <param name="newPath">The path which the asset should be moved to.</param>
        /// <returns>An empty string if the asset can be moved, otherwise an error message.</returns>
        public static string ValidateMoveAsset(string oldPath, string newPath)
        {
#if UNITY_EDITOR
            return(uAssetDatabase.ValidateMoveAsset(oldPath, newPath));
#else
            oldPath = IO.AssetPathToSystemPath(oldPath);
            newPath = IO.AssetPathToSystemPath(newPath);

            if (File.Exists(newPath))
            {
                return("File Already Exists");
            }

            if (AssetDatabase.IsValidFileName(newPath))
            {
                return("Not valid file name");
            }

            return(string.Empty);
#endif
        }