コード例 #1
0
ファイル: History.aspx.cs プロジェクト: viengkhone/NTPC
    protected void doDataBind()
    {
        AssetUtility Util = new AssetUtility();
        if (txtId.Text != "")
        {
            SqlDS_AllHistory.SelectParameters["param"].DefaultValue = Util.CleanInput(txtId.Text);
            SqlDS_AllHistory.SelectCommand = "SELECT * FROM [vw_All_ProductHistory] WHERE ([ITAssetProductInfoID] = @param)";
        }
        else if (txtUniquePartNumber.Text != "")
        {
            SqlDS_AllHistory.SelectParameters["param"].DefaultValue = Util.CleanInput(txtUniquePartNumber.Text);
            SqlDS_AllHistory.SelectCommand = "SELECT * FROM [vw_All_ProductHistory] WHERE ([UniquePartNum] = @param)";
        }
        if (!string.IsNullOrEmpty(Request.QueryString["id"]))
        {
            if (!IsPostBack)
            {
                hfSelectedTAB.Value = "1";
            }

            Int32 RowID = Convert.ToInt32(Request.QueryString["id"]);
            SqlDS_AllHistory.SelectCommand = "SELECT * FROM [vw_All_ProductHistory] WHERE ([ITAssetProductInfoID] = @param)";
            SqlDS_AllHistory.SelectParameters["param"].DefaultValue = RowID.ToString();
        }
    }
コード例 #2
0
 public ScriptManifest(string name)
 {
     manifestPath = new AssetUtility(Options.ScriptPath).GetAsset(name).FilePath;
       specialComment = new Dictionary<string, string>() {
     {".js", "//="},
     {".coffee", "#="}
       }[Path.GetExtension(manifestPath)];
 }
コード例 #3
0
ファイル: Manage.aspx.cs プロジェクト: viengkhone/NTPC
    protected void Button1_Click(object sender, EventArgs e)
    {
        //prevent SQL Injection
        AssetUtility Util = new AssetUtility();
        string InputKeyword = Keywords.Text;

        SqlDataSource1.SelectCommand = string.Format("SELECT * FROM [vw_ITAssetAllProducts] WHERE (([TypeName] LIKE '%{0}%') OR ([SubTypeName] LIKE '%{0}%') OR ([ITAssetDetails] LIKE '%{0}%') OR ([UniquePartNum] LIKE '%{0}%') OR ([UserName] LIKE '%{0}%') OR ([Location] LIKE '%{0}%'))", Util.CleanInput(InputKeyword));
        GridView1.AllowPaging = false ;
    }
コード例 #4
0
 public IEnumerable<Asset> GetAssets()
 {
     var assetUtility = new AssetUtility(Options.ScriptPath);
       foreach (var line in File.ReadAllLines(manifestPath))
       {
     var match = Regex.Split(line, specialComment + " require ");
     if (match.Length > 1)
     {
       yield return assetUtility.GetAsset(match[1] + ".*");
     }
     else
     {
       match = Regex.Split(line, specialComment + " require_tree ");
       foreach (var asset in assetUtility.GetAssets(match[1]))
     yield return asset;
     }
       }
 }
コード例 #5
0
 internal static T AssetUtilityLoader(AssetBundleInfo assetBundleInfo)
 {
     return(AssetUtility.LoadAsset <T>(assetBundleInfo));
 }
コード例 #6
0
 internal static T AssetUtilityLoader(string assetBundle, string assetName, string manifest)
 {
     return(AssetUtility.LoadAsset <T>(assetBundle, assetName, manifest));
 }
コード例 #7
0
ファイル: DCCDB.aspx.cs プロジェクト: viengkhone/NTPC
 // Start Filtering Panel Events
 private void SetSearchSQL(string fieldName, string filterValue)
 {
     AssetUtility Util = new AssetUtility();
     string sql = String.Format("SELECT * FROM [dbo].[vw_DCC_DocDB_ALL] WHERE [{0}] ", fieldName);
     if (filterValue == "")
     {
         sql = "SELECT * FROM [dbo].[vw_DCC_DocDB_ALL] WHERE 1<>1";
     }
     else
     {
         switch (fieldName)
         {
             case "DocID":
                 sql += "=" + Util.CleanInput(filterValue) + ";";
                 break;
             case "DCCLogNo":
                 sql += "LIKE '" + Util.CleanInput(filterValue) + "%'";
                 break;
             default:
                 sql += "LIKE '%" + Util.CleanInput(filterValue) + "%'";
                 break;
         }
         SqlDS_Gridview_Main.SelectCommand = sql;
         gridview_main.AllowPaging = false;
         SqlDS_Gridview_Main.DataBind();
     }
 }
コード例 #8
0
        private GameObject PersistAsset(GameObject oldAsset, GameObject newAsset, string assetName, string assetPath)
        {
            var fullAssetPath = GetAssetPath(assetName, assetPath, "prefab");

            AssetUtility.CreatePathFolders(fullAssetPath);

            // Is there an earlier instance of the asset already generated and persisted?
            if (oldAsset != null && AssetDatabase.Contains(oldAsset))
            {
                // Is the earlier asset and this asset exactly the same type?
                if (oldAsset.GetType() == newAsset.GetType())
                {
                    // Check the earlier asset's path, to see if it's already in the right place.
                    var currentPath = AssetUtility.GetProjectRelativeAssetPath(oldAsset);
                    if (currentPath != fullAssetPath)
                    {
                        // If there's any asset that is a part of this collection, then rename it so that the old asset can be moved.
                        FindAndMoveAnyConflictingObject(fullAssetPath, oldAsset);

                        // Move the old asset to the new location.
                        var errorMessage = AssetDatabase.MoveAsset(currentPath, fullAssetPath);
                        if (!string.IsNullOrEmpty(errorMessage))
                        {
                            throw new System.InvalidOperationException(errorMessage);
                        }
                    }

                    // Replace the earlier prefab with the new instance.
                    GameObject prefab = oldAsset;
                    if (!ReferenceEquals(newAsset, oldAsset))
                    {
                        prefab = PrefabUtility.ReplacePrefab(newAsset as GameObject, oldAsset, ReplacePrefabOptions.ConnectToPrefab);
                    }

                    // Add the new prefab to the asset collection.
                    _assetCollection.AddDiscrete(prefab);
                    EditorUtility.SetDirty(_assetCollection);

                    // Destroy the template upon which the newly created prefab was based, since it will have been created within the scene.
                    DestroyImmediate(newAsset);

                    return(prefab);
                }
                // The earlier asset and the new instance have different types.
                else
                {
                    // There's no way to maintain references, so just delete the old instance.
                    _assetCollection.Remove(oldAsset);
                    DestroyImmediate(oldAsset, true);

                    // If there's any asset that is a part of this collection, then rename it so that the new asset can be persisted.
                    FindAndMoveAnyConflictingObject(fullAssetPath);

                    // Create a new prefab based on the supplied template.
                    var prefab = PrefabUtility.CreatePrefab(fullAssetPath, newAsset as GameObject);

                    // Add the new prefab to the asset collection.
                    _assetCollection.AddDiscrete(prefab);
                    EditorUtility.SetDirty(_assetCollection);

                    // Destroy the template upon which the newly created prefab was based, since it will have been created within the scene.
                    DestroyImmediate(newAsset);

                    return(prefab);
                }
            }
            // There was no earlier persistent instance of the asset, so there is nothing to replace.
            else
            {
                // Create a new prefab based on the supplied template.
                var prefab = PrefabUtility.CreatePrefab(fullAssetPath, newAsset as GameObject);

                // Add the new prefab to the asset collection.
                _assetCollection.AddDiscrete(prefab);
                EditorUtility.SetDirty(_assetCollection);

                // Destroy the template upon which the newly created prefab was based, since it will have been created within the scene.
                DestroyImmediate(newAsset);

                return(prefab);
            }
        }
コード例 #9
0
 /// <summary>
 /// 获得资源的名称(请不要在一个不是Mod资源的对象上调用此函数)
 /// </summary>
 public static string GetAssetNameEditor <T>(this T asset) where T : UnityEngine.Object
 {
     return(AssetUtility.GetAssetName(asset.name));
 }
コード例 #10
0
ファイル: MasterPage.master.cs プロジェクト: viengkhone/NTPC
 protected void Page_Load(object sender, EventArgs e)
 {
     AssetUtility Util = new AssetUtility(); // Create new Utility Instance
     lblUser.Text = "Current User: " + Util.showUserName();
     StyleSelectedMenu();
 }
コード例 #11
0
ファイル: Manage.aspx.cs プロジェクト: viengkhone/NTPC
 protected void hfUserName_Load(object sender, EventArgs e)
 {
     AssetUtility Ut = new AssetUtility();
     hfUserName.Value = Ut.GetUserNameOnly();
 }
コード例 #12
0
//---------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Import a timeline file exported from DCC tools into the scene in the Timeline object
        /// </summary>
        /// <param name="jsTimelinePath">The path of the file</param>
        /// <param name="destFolder">The dest folder of the imported files</param>
        public static void ImportTimeline(string jsTimelinePath, string destFolder = "")
        {
            // prepare asset name, paths, etc
            string assetName      = Path.GetFileNameWithoutExtension(jsTimelinePath);
            string timelineFolder = Path.GetDirectoryName(jsTimelinePath);

            if (string.IsNullOrEmpty(timelineFolder))
            {
                Debug.LogError("Can't get directory name for: " + jsTimelinePath);
                return;
            }
            timelineFolder = Path.Combine(timelineFolder, destFolder, assetName).Replace("\\", "/");

            //Check if we are exporting from external asset
            if (!timelineFolder.StartsWith("Assets/"))
            {
                timelineFolder = Path.Combine("Assets", destFolder, assetName);
            }

            Directory.CreateDirectory(timelineFolder);
            string        strJson     = File.ReadAllText(jsTimelinePath);
            TimelineParam container   = JsonUtility.FromJson <TimelineParam>(strJson);
            string        assetFolder = container.assetFolder;

            if (string.IsNullOrEmpty(assetFolder))
            {
                assetFolder = Path.GetDirectoryName(jsTimelinePath);
            }

            //delete existing objects in the scene that is pointing to the Director
            string           timelinePath = Path.Combine(timelineFolder, assetName + "_Timeline.playable").Replace("\\", "/");
            PlayableDirector director     = RemovePlayableFromDirectorsInScene(timelinePath);

            if (null == director)
            {
                GameObject directorGo = new GameObject(assetName);
                director = directorGo.AddComponent <PlayableDirector>();
            }

            //Create timeline asset
            TimelineAsset asset = ScriptableObject.CreateInstance <TimelineAsset>();

            AssetEditorUtility.OverwriteAsset(asset, timelinePath);

            director.playableAsset = asset;
            string strHome = System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal);

            int numTracks = container.Tracks.Length;

            for (int index = numTracks - 1; index >= 0; index--)
            {
                var    track          = container.Tracks[index];
                string strFootagePath = track.Footage;
                // remove '~' if necessary
                if (strFootagePath.StartsWith("~"))
                {
                    strFootagePath = strHome + strFootagePath.Substring(1);
                }
                if (!Path.IsPathRooted(strFootagePath))
                {
                    strFootagePath = Path.Combine(assetFolder, strFootagePath);
                }
                string        strFootageName = Path.GetFileNameWithoutExtension(strFootagePath);
                string        strJsonFootage = File.ReadAllText(strFootagePath);
                AEFootageInfo footageInfo    = JsonUtility.FromJson <AEFootageInfo>(strJsonFootage);

                int numImages = footageInfo.Pictures.Count;
                if (numImages > 0)
                {
                    List <string> originalImagePaths = new List <string>(footageInfo.Pictures);

                    for (int xx = 0; xx < numImages; ++xx)
                    {
                        string fileName = footageInfo.Pictures[xx];
                        // replace '~' with the path to home (for Linux environment
                        if (fileName.StartsWith("~"))
                        {
                            fileName = strHome + fileName.Substring(1);
                        }
                        footageInfo.Pictures[xx] = Path.GetFileName(fileName);
                    }

                    string destFootageFolder = Application.streamingAssetsPath;
                    destFootageFolder = Path.Combine(destFootageFolder, strFootageName).Replace("\\", "/");
                    Directory.CreateDirectory(destFootageFolder); //make sure the directory exists
                    footageInfo.Folder = AssetUtility.NormalizeAssetPath(destFootageFolder);

                    for (int i = 0; i < numImages; ++i)
                    {
                        string destFilePath = Path.Combine(destFootageFolder, footageInfo.Pictures[i]);
                        if (File.Exists(destFilePath))
                        {
                            File.Delete(destFilePath);
                        }

                        string srcFilePath = Path.GetFullPath(Path.Combine(assetFolder, originalImagePaths[i])).Replace("\\", "/");
                        FileUtil.CopyFileOrDirectory(srcFilePath, destFilePath);
                    }
                }

                //Convert to WatchedFileInfo
                List <WatchedFileInfo> imageFiles = WatchedFileInfo.CreateList(footageInfo.Folder, footageInfo.Pictures);

                StreamingImageSequencePlayableAsset sisAsset = ScriptableObject.CreateInstance <StreamingImageSequencePlayableAsset>();
                sisAsset.InitFolderInEditor(footageInfo.Folder, imageFiles, footageInfo.Resolution);

                string playableAssetPath = Path.Combine(timelineFolder, strFootageName + "_StreamingImageSequence.playable");
                AssetEditorUtility.OverwriteAsset(sisAsset, playableAssetPath);

                StreamingImageSequenceTrack movieTrack = asset.CreateTrack <StreamingImageSequenceTrack>(null, strFootageName);
                TimelineClip clip = movieTrack.CreateDefaultClip();
                clip.asset    = sisAsset;
                clip.start    = track.Start;
                clip.duration = track.Duration;
                clip.CreateCurves("Curves: " + clip.displayName);

                SISClipData sisData = new SISClipData(clip);
                sisAsset.BindClipData(sisData);
                ExtendedClipEditorUtility.ResetClipDataCurve(sisAsset, StreamingImageSequencePlayableAsset.GetTimeCurveBinding());


                if (Object.FindObjectOfType(typeof(UnityEngine.EventSystems.EventSystem)) == null)
                {
                    var es = new GameObject();
                    es.AddComponent <UnityEngine.EventSystems.EventSystem>();
                    es.AddComponent <UnityEngine.EventSystems.StandaloneInputModule>();
                    es.name = "EventSystem";
                }
                GameObject canvasObj = null;
                Canvas     canvas    = Object.FindObjectOfType(typeof(Canvas)) as Canvas;
                if (canvas != null)
                {
                    canvasObj = canvas.gameObject;
                }
                else
                {
                    canvasObj = UIUtility.CreateCanvas().gameObject;
                }

                Transform directorT = director.gameObject.transform;
                directorT.SetParent(canvasObj.transform);
                directorT.localPosition = new Vector3(0.0f, 0.0f, 0.0f);

                GameObject imageGo = null;
                Transform  imageT  = directorT.Find(strFootageName);
                if (null == imageT)
                {
                    imageGo = new GameObject(strFootageName);
                    imageT  = imageGo.transform;
                }
                else
                {
                    imageGo = imageT.gameObject;
                }

                Image image = imageGo.GetOrAddComponent <Image>();
                StreamingImageSequenceRenderer renderer = imageGo.GetOrAddComponent <StreamingImageSequenceRenderer>();

                RectTransform rectTransform = imageGo.GetComponent <RectTransform>();
                rectTransform.SetParent(directorT);
                rectTransform.localPosition = new Vector3(0.0f, 0.0f, 0.0f);
                rectTransform.sizeDelta     = new Vector2(footageInfo.Resolution.Width,
                                                          footageInfo.Resolution.Height);

                director.SetGenericBinding(movieTrack, renderer);
                EditorUtility.SetDirty(director);
            }

            //cause crash if this is called inside of OnImportAsset()
            UnityEditor.EditorApplication.delayCall += () => {
                AssetDatabase.Refresh();
                if (null != director)
                {
                    Selection.activeGameObject = director.gameObject;
                }
            };
        }
コード例 #13
0
 public static void ShowWeapon(Type logicType, string entityGroup, EntityData data)
 {
     ShowEntity <DRWeapon> (logicType, entityGroup, data, (assetName) => AssetUtility.GetEntityAsset(assetName));
 }
コード例 #14
0
    //public static void ShowParticle (Type logicType, string entityGroup, EntityData data) {
    //    ShowEntity<DRParticle> (logicType, entityGroup, data, (assetName) => AssetUtility.GetEntityAsset (assetName));
    //}

    public static void ShowMonsterCreater(Type logicType, string entityGroup, EntityData data)
    {
        ShowEntity <DRMonsterCreater> (logicType, entityGroup, data, (assetName) => AssetUtility.GetEntityAsset(assetName));
    }
コード例 #15
0
 public static void ShowBulletEffect(Type logicType, string entityGroup, EntityData data)
 {
     ShowEntity <DRBulletEffect> (logicType, entityGroup, data, (assetName) => AssetUtility.GetBulletEffectAsset(assetName));
 }
コード例 #16
0
 public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
 {
     return(AssetUtility.GetHeight(label, GetNumLinesToDraw(property, label), VerticalMargin));
 }
コード例 #17
0
//----------------------------------------------------------------------------------------------------------------------

        void DrawCacheSettings(SerializedObject so)
        {
            GUIStyle styleFold = EditorStyles.foldout;

            styleFold.fontStyle = FontStyle.Bold;

            m_sceneCachePlayer.foldCacheSettings = EditorGUILayout.Foldout(m_sceneCachePlayer.foldCacheSettings, "Player", true, styleFold);
            if (m_sceneCachePlayer.foldCacheSettings)
            {
                //Show Selector GUI. Check if we should reopen
                string fullPath           = m_sceneCachePlayer.GetSceneCacheFilePath();
                string prevNormalizedPath = AssetUtility.NormalizeAssetPath(fullPath);

                string newNormalizedPath = EditorGUIDrawerUtility.DrawFileSelectorGUI("Cache File Path", "MeshSync",
                                                                                      prevNormalizedPath, "sc", OnSceneCacheFileReload, AssetUtility.NormalizeAssetPath);

                if (newNormalizedPath != prevNormalizedPath)
                {
                    ChangeSceneCacheFileInInspector(m_sceneCachePlayer, newNormalizedPath);
                }

                if (!string.IsNullOrEmpty(fullPath) && !fullPath.StartsWith(Application.streamingAssetsPath))
                {
                    GUILayout.BeginHorizontal();
                    const float BUTTON_WIDTH = 50.0f;
                    if (GUILayout.Button("Copy", GUILayout.Width(BUTTON_WIDTH)))
                    {
                        string dstPath = Misc.CopyFileToStreamingAssets(fullPath);
                        ChangeSceneCacheFileInInspector(m_sceneCachePlayer, dstPath);
                    }
                    GUILayout.Label("Scene Cache file to StreamingAssets");
                    EditorGUILayout.LabelField("(RECOMMENDED)", EditorStyles.boldLabel);
                    GUILayout.FlexibleSpace();
                    GUILayout.EndHorizontal();
                    GUILayout.Space(15);
                }
                EditorGUILayout.Space();

                // time / frame
                System.Action resetTimeAnimation = () => {
                    so.ApplyModifiedProperties();
                    m_sceneCachePlayer.ResetTimeAnimation();
                };

                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(so.FindProperty("m_timeUnit"));
                if (EditorGUI.EndChangeCheck())
                {
                    resetTimeAnimation();
                }

                if (m_sceneCachePlayer.timeUnit == SceneCachePlayer.TimeUnit.Seconds)
                {
                    EditorGUILayout.PropertyField(so.FindProperty("m_time"));
                    EditorGUILayout.PropertyField(so.FindProperty("m_interpolation"));
                }
                else if (m_sceneCachePlayer.timeUnit == SceneCachePlayer.TimeUnit.Frames)
                {
                    EditorGUI.BeginChangeCheck();
                    EditorGUILayout.PropertyField(so.FindProperty("m_baseFrame"));
                    if (EditorGUI.EndChangeCheck())
                    {
                        resetTimeAnimation();
                    }

                    EditorGUILayout.PropertyField(so.FindProperty("m_frame"));
                }

                // preload
                {
                    SerializedProperty preloadLength = so.FindProperty("m_preloadLength");
                    preloadLength.intValue = EditorGUILayout.IntSlider("Preload Length", preloadLength.intValue, 0, m_sceneCachePlayer.frameCount);
                }

                EditorGUILayout.Space();
            }
        }
 static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetsPaths)
 {
     repeat += 1;
     if (repeat > 100)
     {
         return;
     }
     //先处理导入的资源
     for (int i = 0; i < importedAssets.Length; i++)
     {
         var asset   = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(importedAssets[i]);
         var ModName = ModsEditor.GetModNameByPath(importedAssets[i]);
         //如果该资源不属于任何一个Mod或者是文件夹,无视
         if (ModName == null || AssetDatabase.IsValidFolder(importedAssets[i]))
         {
             continue;
         }
         ImportAsset(ModName, asset);
     }
     //再处理删除的资源
     for (int i = 0; i < deletedAssets.Length; i++)
     {
         var ModName = ModsEditor.GetModNameByPath(deletedAssets[i]);
         //如果该资源不属于任何一个Mod或者是文件夹,无视
         if (ModName == null || AssetDatabase.IsValidFolder(deletedAssets[i]))
         {
             continue;
         }
         var AssetName = ModsEditor.GetAssetNameByPath(deletedAssets[i]);
         DeleteAsset(ModName, AssetName);
     }
     //最后处理移动的资源
     for (int i = 0; i < movedAssets.Length; i++)
     {
         var asset     = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(movedAssets[i]);
         var FromMod   = ModsEditor.GetModNameByPath(movedFromAssetsPaths[i]);
         var ToMod     = ModsEditor.GetModNameByPath(movedAssets[i]);
         var assetName = asset.GetAssetNameEditor();
         //如果没有移动到另一个Mod或移动的是文件夹,无视(都为null,即并非Mod之间的资源移动,也无视)
         if (FromMod == ToMod || AssetDatabase.IsValidFolder(movedAssets[i]))
         {
             continue;
         }
         if (FromMod == null)
         {
             ImportAsset(ToMod, asset);
             continue;
         }
         if (ToMod == null)
         {
             AssetDatabase.RenameAsset(movedAssets[i], assetName);
             DeleteAsset(FromMod, assetName);
             continue;
         }
         var    FromModAI   = ModsEditor.GetAssetIndexer(FromMod);
         string newFullName = ToMod + "." + assetName;
         //将AssetInfo转移出来
         var Info = FromModAI[asset.name];
         FromModAI.Remove(asset.name);
         //更改Mod名
         asset.name  = assetName;
         newFullName = RenameAsset(newFullName, asset);
         //再将AssetInfo转移到新Mod
         Info.ModName   = ToMod;
         Info.ModId     = ModsEditor.GetModId(ToMod);
         Info.AssetName = AssetUtility.GetAssetName(newFullName);//如果发生了重名事件可以修改成新名称
         ModsEditor.GetAssetIndexer(ToMod).Add(newFullName, Info);
     }
     AssetDatabase.SaveAssets();
     AssetDatabase.Refresh();
 }
コード例 #19
0
        private IEnumerator BeginGeneration()
        {
            yield return(UpdateGenerationProgress(0, "Preparing..."));

            var currentStep = 0;

            yield return(UpdateGenerationProgress(++currentStep, "Preparing..."));

            AssetDatabase.Refresh();

            yield return(UpdateGenerationProgress(++currentStep, "Preparing..."));

            UpdateAssetCollection();

            yield return(UpdateGenerationProgress(++currentStep, "Preparing..."));

            var generators = GetDependencyOrderedGenerators();

            // Generate all assets, moving or renaming the outputs if necessary.
            var discreteAssets = new List <object>();

            foreach (var generator in generators)
            {
                yield return(UpdateGenerationProgress(++currentStep, string.Format("Generating ({0}/{1})...", currentStep - 4, generators.Count)));

                var generation = generator.BeginGeneration();
                while (generation.MoveNext())
                {
                    if (generation.Current is WaitHandle)
                    {
                        var waitHandle = (WaitHandle)generation.Current;
                        while (waitHandle.WaitOne(10) == false)
                        {
                            yield return(UpdateGenerationProgress(currentStep));
                        }

                        if (_generationException != null)
                        {
                            var exception = _generationException;
                            _generationException = null;
                            throw exception;
                        }
                    }
                    else
                    {
                        yield return(UpdateGenerationProgress(currentStep));
                    }
                }

                foreach (var output in generator.activeOutputs)
                {
                    discreteAssets.Add(output.asset);
                }
            }

            yield return(UpdateGenerationProgress(++currentStep, "Finalizing...", _generators));

            // Embed objects within generator collection.
            var embeddedAssets = EmbedAssets();

            yield return(UpdateGenerationProgress(++currentStep, "Finalizing..."));

            DestroyLeftoverEmbeddedAssets(embeddedAssets);
            DestroyLeftoverDiscreteAssets(discreteAssets);

            yield return(UpdateGenerationProgress(++currentStep, "Finalizing..."));

            EditorUtility.SetDirty(this);
            AssetDatabase.SaveAssets();

            AssetUtility.RecursivelyDeleteEmptyFolders(AssetUtility.GetProjectRelativeAssetFolder(this), false);

            yield return(UpdateGenerationProgress(++currentStep, "Finalizing..."));

            AssetDatabase.Refresh();

            yield return(UpdateGenerationProgress(++currentStep, "Generation Complete"));
        }
コード例 #20
0
ファイル: DynamicLightMenu.cs プロジェクト: wuw94/pon
 static void reloadAsset()
 {
     tmpAsset = new SerializedObject(AssetUtility.LoadAsset <DynamicLightSetting>("Assets/2DDL/2DLight/Settings", "Settings.asset"));
     //Debug.Log ("reloadAsset");
 }
コード例 #21
0
        protected override void OnProcessShaderInternal(Shader shader
                                                        , ShaderSnippetData snippet
                                                        , IList <ShaderCompilerData> data)
        {
            #region Builtin
            bool isBuiltinShader = AssetUtility.IsBuiltinOrLibraryAsset(shader);
            if (isBuiltinShader)
            {
                m_BuiltinShaders[shader.name] = data.Count
                                                + (m_BuiltinShaders.TryGetValue(shader.name, out int count)
                        ? count
                        : 0);
            }
            #endregion

            #region ProcessInfo
            ProcessInfo processInfo = new ProcessInfo();
            processInfo.IsBuiltinShader = isBuiltinShader;
            processInfo.ShaderName      = shader.name;
            processInfo.ShaderType      = snippet.shaderType;
            processInfo.PassType        = snippet.passType;
            processInfo.PassName        = snippet.passName;

            processInfo.Compilers = new CompilerInfo[data.Count];
            Parallel.For(0, data.Count, (iShader) =>
            {
                processInfo.Compilers[iShader] = GenerateCompilerInfo(data[iShader]);
            });

            processInfo.Keywords = CollectionKeywords(processInfo.Compilers);
            #endregion

            #region Summary
            {
                string shaderName = (processInfo.IsBuiltinShader ? "B_" : "") + processInfo.ShaderName;
                if (!m_ShaderInfos.TryGetValue(shaderName, out ShaderInfo shaderInfo))
                {
                    shaderInfo = new ShaderInfo();
                    m_ShaderInfos.Add(shaderName, shaderInfo);
                }

                shaderInfo.ShaderTypes.Add(processInfo.ShaderType);
                shaderInfo.PassTypes.Add(processInfo.PassType);

                shaderInfo.VariantCount += processInfo.Compilers.Length;
                for (int iKeyword = 0; iKeyword < processInfo.Keywords.Length; iKeyword++)
                {
                    shaderInfo.Keywords.Add(processInfo.Keywords[iKeyword]);
                }
            }
            #endregion

            int index = ++m_HandledShader;
            Task.Run(() =>
            {
                try
                {
                    string directory = $"{m_ReportDirectory}/{(processInfo.IsBuiltinShader ? "B_" : "")}{StringUtility.FormatToFileName(processInfo.ShaderName)}/";
                    if (!Directory.Exists(directory))
                    {
                        Directory.CreateDirectory(directory);
                    }

                    string processName = $"_({processInfo.ShaderType})_({processInfo.PassType})_({processInfo.PassName})_Count(";
                    string path        = $"{directory}{index}_{processName}{processInfo.Compilers.Length}).csv";
                    File.WriteAllText(path
                                      , GenerateCompilersReport(processInfo.Compilers, processInfo.Keywords));
                    MDebug.LogVerbose("Shader", "Save PreprocessShaderReport to path " + path);
                }
                catch (Exception e)
                {
                    MDebug.LogError("Shader"
                                    , "Save PreprocessShaderReport Exception:\n" + e.ToString());
                }
            });
        }
コード例 #22
0
        protected virtual void CreateNewAsset(List <AssetInfo> assetInfoList)
        {
            var newAsset = AssetUtility.CreateAsset(WrapperAssetType, AssetType.Name, true);

            assetInfoList.Add(new AssetInfo(newAsset));
        }
コード例 #23
0
        private Object PersistHiddenAsset(Object oldAsset, Object newAsset, string assetName)
        {
            if (typeof(GameObject).IsInstanceOfType(newAsset))
            {
                throw new System.InvalidOperationException("Assets of type GameObject must always be available after generation.");
            }

            // Is there an earlier instance of the asset already generated and persisted?
            if (oldAsset != null && AssetDatabase.Contains(oldAsset))
            {
                // Is the earlier asset and this asset exactly the same type, and is the old asset currently
                // persisted as a hidden embedded asset in the asset collection, not as a discrete asset?
                if (oldAsset.GetType() == newAsset.GetType() && _assetCollection.embeddedAssets.Contains(oldAsset))
                {
                    // Update the earlier asset to match the new instance.
                    if (!ReferenceEquals(newAsset, oldAsset))
                    {
                        AssetUtility.UpdateAssetInPlace(newAsset, oldAsset);
                    }

                    oldAsset.name       = assetName;
                    oldAsset.hideFlags |= HideFlags.HideInHierarchy;
                    EditorUtility.SetDirty(oldAsset);

                    // Re-add the old asset to the asset collection just in case it wasn't already there or in the right list for some reason.
                    _assetCollection.AddEmbedded(oldAsset);
                    EditorUtility.SetDirty(_assetCollection);

                    return(oldAsset);
                }
                // The earlier asset and the new instance have different types, or the old asset is not embedded in the asset collection.
                else
                {
                    // There's no way to maintain references, so just delete the old instance.
                    _assetCollection.Remove(oldAsset);
                    AssetUtility.DeleteAsset(oldAsset);

                    // Persist the new asset.
                    newAsset.name       = assetName;
                    newAsset.hideFlags |= HideFlags.HideInHierarchy;
                    AssetDatabase.AddObjectToAsset(newAsset, _assetCollection);
                    EditorUtility.SetDirty(newAsset);

                    // Add the new asset to the asset collection.
                    _assetCollection.AddEmbedded(newAsset);
                    EditorUtility.SetDirty(_assetCollection);

                    return(newAsset);
                }
            }
            // There was no earlier persistent instance of the asset, so there is nothing to replace.
            else
            {
                // Persist the new asset.
                newAsset.name       = assetName;
                newAsset.hideFlags |= HideFlags.HideInHierarchy;
                AssetDatabase.AddObjectToAsset(newAsset, _assetCollection);
                EditorUtility.SetDirty(newAsset);

                // Add the new asset to the asset collection.
                _assetCollection.AddEmbedded(newAsset);
                EditorUtility.SetDirty(_assetCollection);

                return(newAsset);
            }
        }
コード例 #24
0
    public static List <Material> SharedMaterials()
    {
        List <Material> materials = AssetUtility.GetAssetsAtPath <Material>(MATERIAL_SUB_PATH);

        return(materials);
    }
コード例 #25
0
        // Token: 0x06010AF5 RID: 68341 RVA: 0x00454E98 File Offset: 0x00453098
        private void InitValuesInHeroItem(int lvText = 1, int starNum = 1, int curNum = 0, int totalNum = 1, int state = 0)
        {
            if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_InitValuesInHeroItemInt32Int32Int32Int32Int32_hotfix != null)
            {
                this.m_InitValuesInHeroItemInt32Int32Int32Int32Int32_hotfix.call(new object[]
                {
                    this,
                    lvText,
                    starNum,
                    curNum,
                    totalNum,
                    state
                });
                return;
            }
            BJLuaObjHelper.IsSkipLuaHotfix = false;
            if (this.m_hero.HeroInfo != null)
            {
                ConfigDataCharImageInfo charImageInfo = this.m_hero.HeroInfo.GetCharImageInfo(this.m_hero.StarLevel);
                if (charImageInfo != null)
                {
                    this.m_heroIconImg.sprite = AssetUtility.Instance.GetSprite(AssetUtility.MakeSpriteAssetName(charImageInfo.CardHeadImage, "_1"));
                }
                IConfigDataLoader  configDataLoader   = GameManager.Instance.ConfigDataLoader as IConfigDataLoader;
                ConfigDataArmyInfo configDataArmyInfo = configDataLoader.GetConfigDataArmyInfo(this.m_hero.GetActiveJob().JobConnectionInfo.m_jobInfo.Army_ID);
                this.m_heroTypeImg.sprite = AssetUtility.Instance.GetSprite(configDataArmyInfo.Icon);
            }
            ProjectLPlayerContext projectLPlayerContext = GameManager.Instance.PlayerContext as ProjectLPlayerContext;

            if (state != 0)
            {
                if (state == 1)
                {
                    if (curNum >= totalNum)
                    {
                        this.m_uiStateCtrl.SetToUIState("NotGetAndGlowing", false, true);
                        this.m_curHeroItemState = HeroItemUIController.HeroItemState.NotGetAndGlowing;
                    }
                    else
                    {
                        this.m_uiStateCtrl.SetToUIState("NotGet", false, true);
                        this.m_curHeroItemState = HeroItemUIController.HeroItemState.NotGet;
                    }
                    this.m_heroCollectProgressText.text      = curNum + "/" + totalNum;
                    this.m_heroCollectProgressImg.fillAmount = (float)curNum / (float)totalNum;
                    this.m_heroIconImg.color = Color.gray;
                    this.m_redMark.gameObject.SetActive(curNum >= totalNum);
                }
            }
            else
            {
                this.m_uiStateCtrl.SetToUIState("Get", false, true);
                this.m_curHeroItemState = HeroItemUIController.HeroItemState.Get;
                this.m_heroLvText.text  = lvText.ToString();
                UIUtility.SetGameObjectChildrenActiveCount(this.m_heroStar, starNum);
                this.m_frameImg.sprite = AssetUtility.Instance.GetSprite(UIUtility.GetHeroItemFrameNameByRank(this.m_hero.HeroInfo.GetRank(this.m_hero.StarLevel)));
                this.m_ssrFrameEffect.SetActive(this.m_hero.HeroInfo.GetRank(this.m_hero.StarLevel) >= 4);
                if (projectLPlayerContext.IsHeroShowRedMark(this.m_hero.HeroId, this.m_hero.GetActiveJob().JobConnectionInfo.ID))
                {
                    this.m_redMark.gameObject.SetActive(true);
                }
                else
                {
                    this.m_redMark.gameObject.SetActive(false);
                }
            }
        }
コード例 #26
0
        public async Task <byte[]> GetThumbnail(
            string assetId,
            int width      = 80,
            int height     = 60,
            ulong index    = 0,
            ushort sliceId = 1)
        {
            var utility = new AssetUtility(GetStores());

            var key       = string.Format(cacheKeyFormat, assetId, ServerUri, width, height, index).GetHashCode();
            var byteArray = _imagesCache.Get <byte[]>(key);

            if (byteArray != null)
            {
                using (var stream = new MemoryStream(byteArray))
                    return(stream.ToArray());
            }

            var trackId = _assetTrackCache.Get <string>(assetId);

            if (trackId == null)
            {
                var assetVm = await utility.GetAsync(new AssetRequest(assetId) { ServerUri = ServerUri });

                var track = assetVm.HyperAsset.VideoTracks.FirstOrDefault();
                trackId = track?.Id.ToString() ?? "";
                if (!string.IsNullOrWhiteSpace(trackId))
                {
                    _assetTrackCache.Set(assetId, trackId, TimeSpan.FromSeconds(CacheInterval));
                }
            }

            byte[] thumbnail = null;
            if (!string.IsNullOrWhiteSpace(trackId))
            {
                thumbnail = await utility.GetSliceImageDataAsync(new AssetSliceRequest()
                {
                    AssetId    = assetId,
                    ServerUri  = ServerUri,
                    Width      = width,
                    Height     = height,
                    FragmentId = index,
                    TrackId    = trackId,
                    SliceIds   = new List <ushort>()
                    {
                        sliceId
                    }
                });
            }

            if (thumbnail == null || thumbnail.Length == 0)
            {
                return(GetEmptyThumbnail(width, height));
            }

            var data = ImageUtility.ResizeImage(thumbnail, width, height);

            _imagesCache.Set(key, data, TimeSpan.FromSeconds(CacheInterval));

            return(data);
        }
コード例 #27
0
//----------------------------------------------------------------------------------------------------------------------
        public override void OnInspectorGUI()
        {
            //View resolution
            Vector2 res = ViewEditorUtility.GetMainGameViewSize();

            EditorGUILayout.LabelField("Resolution (Modify GameView size to change)");
            ++EditorGUI.indentLevel;
            EditorGUILayout.LabelField("Width", res.x.ToString(CultureInfo.InvariantCulture));
            EditorGUILayout.LabelField("Height", res.y.ToString(CultureInfo.InvariantCulture));
            --EditorGUI.indentLevel;
            EditorGUILayout.Space(15f);

            //Check if the asset is actually inspected
            if (null != TimelineEditor.selectedClip && TimelineEditor.selectedClip.asset != m_asset)
            {
                return;
            }

            ValidateAssetFolder();

            string prevFolder = m_asset.GetFolder();

            string newFolder = EditorGUIDrawerUtility.DrawFolderSelectorGUI("Cache Output Folder", "Select Folder",
                                                                            prevFolder,
                                                                            null,
                                                                            AssetUtility.NormalizeAssetPath
                                                                            );

            if (newFolder != prevFolder)
            {
                m_asset.SetFolder(AssetUtility.NormalizeAssetPath(newFolder));
                GUIUtility.ExitGUI();
            }

            TimelineClipSISData timelineClipSISData = m_asset.GetBoundTimelineClipSISData();

            if (null == timelineClipSISData)
            {
                return;
            }

            GUILayout.Space(15);

            //Capture Selected Frames
            using (new EditorGUILayout.VerticalScope(GUI.skin.box)) {
                DrawCaptureSelectedFramesGUI(TimelineEditor.selectedClip, timelineClipSISData);
                DrawLockFramesGUI(TimelineEditor.selectedClip, timelineClipSISData);
            }

            GUILayout.Space(15);
            using (new EditorGUILayout.VerticalScope(GUI.skin.box)) {
                EditorGUILayout.LabelField("Background Colors");
                ++EditorGUI.indentLevel;

                RenderCachePlayableAssetEditorConfig editorConfig = m_asset.GetEditorConfig();

                Color updateBGColor   = editorConfig.GetUpdateBGColor();
                Color timelineBgColor = m_asset.GetTimelineBGColor();
                editorConfig.SetUpdateBGColor(EditorGUILayout.ColorField("In Game Window (Update)", updateBGColor));
                m_asset.SetTimelineBGColor(EditorGUILayout.ColorField("In Timeline Window", timelineBgColor));
                --EditorGUI.indentLevel;
                GUILayout.Space(5);
            }
            GUILayout.Space(15);
            DrawUpdateRenderCacheGUI();
        }
コード例 #28
0
        void OnGUI()
        {
            so = so ?? new SerializedObject(this);

            EditorGUIUtility.wideMode = true;
            EditorGUILayout.LabelField("Spine SpriteAtlas Import", EditorStyles.boldLabel);

            using (new SpineInspectorUtility.BoxScope()) {
                EditorGUI.BeginChangeCheck();
                var spriteAtlasAssetProperty = so.FindProperty("spriteAtlasAsset");
                EditorGUILayout.PropertyField(spriteAtlasAssetProperty, new GUIContent("SpriteAtlas", EditorGUIUtility.IconContent("SpriteAtlas Icon").image));
                if (EditorGUI.EndChangeCheck())
                {
                    so.ApplyModifiedProperties();
                    if (spriteAtlasAsset != null)
                    {
                        if (AssetUtility.SpriteAtlasSettingsNeedAdjustment(spriteAtlasAsset))
                        {
                            AssetUtility.AdjustSpriteAtlasSettings(spriteAtlasAsset);
                        }
                        GenerateAssetsFromSpriteAtlas(spriteAtlasAsset);
                    }
                }

                var spineSpriteAtlasAssetProperty = so.FindProperty("spineSpriteAtlasAsset");
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(spineSpriteAtlasAssetProperty, new GUIContent("SpineSpriteAtlasAsset", EditorGUIUtility.IconContent("ScriptableObject Icon").image));
                if (spineSpriteAtlasAssetProperty.objectReferenceValue == null)
                {
                    spineSpriteAtlasAssetProperty.objectReferenceValue = spineSpriteAtlasAsset = FindSpineSpriteAtlasAsset(spriteAtlasAsset);
                }
                if (EditorGUI.EndChangeCheck())
                {
                    so.ApplyModifiedProperties();
                }
                EditorGUILayout.Space();

                using (new EditorGUI.DisabledScope(spineSpriteAtlasAsset == null)) {
                    if (SpineInspectorUtility.LargeCenteredButton(new GUIContent("Load regions by entering Play mode")))
                    {
                        GenerateAssetsFromSpriteAtlas(spriteAtlasAsset);
                        SpineSpriteAtlasAsset.UpdateByStartingEditorPlayMode();
                    }
                }

                using (new SpineInspectorUtility.BoxScope()) {
                    if (spriteAtlasAsset == null)
                    {
                        EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Please assign SpriteAtlas file.", Icons.warning), GUILayout.Height(46));
                    }
                    else if (spineSpriteAtlasAsset == null || spineSpriteAtlasAsset.RegionsNeedLoading)
                    {
                        EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Please hit 'Load regions ..' to load\nregion info. Play mode is started\nand stopped automatically.", Icons.warning), GUILayout.Height(54));
                    }
                    else
                    {
                        EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("SpriteAtlas imported\nsuccessfully.", Icons.spine), GUILayout.Height(46));
                    }
                }
            }

            bool isAtlasComplete   = (spineSpriteAtlasAsset != null && !spineSpriteAtlasAsset.RegionsNeedLoading);
            bool canImportSkeleton = (spriteAtlasAsset != null && skeletonDataFile != null);

            using (new SpineInspectorUtility.BoxScope()) {
                using (new EditorGUI.DisabledScope(!isAtlasComplete)) {
                    var skeletonDataAssetProperty = so.FindProperty("skeletonDataFile");
                    EditorGUI.BeginChangeCheck();
                    EditorGUILayout.PropertyField(skeletonDataAssetProperty, SpineInspectorUtility.TempContent("Skeleton json/skel file", Icons.spine));
                    if (EditorGUI.EndChangeCheck())
                    {
                        so.ApplyModifiedProperties();
                    }
                    EditorGUILayout.Space();
                }
                using (new EditorGUI.DisabledScope(!canImportSkeleton)) {
                    if (SpineInspectorUtility.LargeCenteredButton(new GUIContent("Import Skeleton")))
                    {
                        //AssetUtility.IngestSpriteAtlas(spriteAtlasAsset, null);
                        string   skeletonPath = AssetDatabase.GetAssetPath(skeletonDataFile);
                        string[] skeletons    = new string[] { skeletonPath };
                        AssetUtility.ImportSpineContent(skeletons, null);
                    }
                }
            }
        }
コード例 #29
0
        public override void OnInspectorGUI()
        {
            animationNameProperty = animationNameProperty ?? serializedObject.FindProperty("animationName");
            string animationName = animationNameProperty.stringValue;

            Animation animation = null;

            if (ThisSkeletonDataAsset != null)
            {
                var skeletonData = ThisSkeletonDataAsset.GetSkeletonData(true);
                if (skeletonData != null)
                {
                    animation = skeletonData.FindAnimation(animationName);
                }
            }
            bool animationNotFound = (animation == null);

            if (changeNextFrame)
            {
                changeNextFrame = false;

                if (ThisSkeletonDataAsset != lastSkeletonDataAsset || ThisSkeletonDataAsset.GetSkeletonData(true) != lastSkeletonData)
                {
                    preview.Clear();
                    preview.Initialize(Repaint, ThisSkeletonDataAsset, LastSkinName);

                    if (animationNotFound)
                    {
                        animationNameProperty.stringValue = "";
                        preview.ClearAnimationSetupPose();
                    }
                }

                preview.ClearAnimationSetupPose();

                if (!string.IsNullOrEmpty(animationNameProperty.stringValue))
                {
                    preview.PlayPauseAnimation(animationNameProperty.stringValue, true);
                }
            }

            lastSkeletonDataAsset = ThisSkeletonDataAsset;
            lastSkeletonData      = ThisSkeletonDataAsset.GetSkeletonData(true);

            //EditorGUILayout.HelpBox(AnimationReferenceAssetEditor.InspectorHelpText, MessageType.Info, true);
            EditorGUILayout.Space();
            EditorGUI.BeginChangeCheck();
            DrawDefaultInspector();
            if (EditorGUI.EndChangeCheck())
            {
                changeNextFrame = true;
            }

            // Draw extra info below default inspector.
            EditorGUILayout.Space();
            if (ThisSkeletonDataAsset == null)
            {
                EditorGUILayout.HelpBox("SkeletonDataAsset is missing.", MessageType.Error);
            }
            else if (string.IsNullOrEmpty(animationName))
            {
                EditorGUILayout.HelpBox("No animation selected.", MessageType.Warning);
            }
            else if (animationNotFound)
            {
                EditorGUILayout.HelpBox(string.Format("Animation named {0} was not found for this Skeleton.", animationNameProperty.stringValue), MessageType.Warning);
            }
            else
            {
                using (new SpineInspectorUtility.BoxScope()) {
                    if (!string.Equals(AssetUtility.GetPathSafeName(animationName), ThisAnimationReferenceAsset.name, System.StringComparison.OrdinalIgnoreCase))
                    {
                        EditorGUILayout.HelpBox("Animation name value does not match this asset's name. Inspectors using this asset may be misleading.", MessageType.None);
                    }

                    EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(animationName, SpineEditorUtilities.Icons.animation));
                    if (animation != null)
                    {
                        EditorGUILayout.LabelField(string.Format("Timelines: {0}", animation.Timelines.Count));
                        EditorGUILayout.LabelField(string.Format("Duration: {0} sec", animation.Duration));
                    }
                }
            }
        }
コード例 #30
0
ファイル: DCCDB.aspx.cs プロジェクト: viengkhone/NTPC
    private void SetDefaultValue(FormView frmView)
    {
        if (frmView.CurrentMode == FormViewMode.Edit || frmView.CurrentMode == FormViewMode.Insert)
        {
            AssetUtility Util = new AssetUtility();
            string currDate = DateTime.Now.ToString();

            TextBox UpdatedByTxb = frmView.FindControl("UpdatedByTxb") as TextBox;
            TextBox UpdatedAtTxb = frmView.FindControl("UpdatedAtTxb") as TextBox;
            TextBox TimeOfRecordingADocumentTxb = frmView.FindControl("TimeOfRecordingADocumentTxb") as TextBox;

            UpdatedByTxb.Text = Util.GetUserFullLogin().ToString();
            UpdatedAtTxb.Text = currDate;
            if (frmView.CurrentMode == FormViewMode.Insert) {
                TextBox CreatedByTxb = frmView.FindControl("CreatedByTxb") as TextBox;
                TextBox CreatedAtTxb = frmView.FindControl("CreatedAtTxb") as TextBox;
                CreatedByTxb.Text = Util.GetUserFullLogin().ToString();
                CreatedAtTxb.Text = currDate;
                TimeOfRecordingADocumentTxb.Text = currDate;
            }
        }
    }
コード例 #31
0
 void OnEnable()
 {
     settingProfileAsset  = new SerializedObject(SettingsManager.LoadMainSettings());
     selectableLayerField = AssetUtility.LoadPropertyAsInt("layerCaster", settingProfileAsset);
     selectableLayerMask  = AssetUtility.LoadPropertyAsInt("layerMask", settingProfileAsset);
 }
コード例 #32
0
 public static IEnumerable <ObjectMacro> Types()
 {
     return(AssetUtility.FindAllAssetsOfType <ObjectMacro>().ToArray());
 }
コード例 #33
0
        private Object PersistAsset(Object oldAsset, Object newAsset, string assetName, string assetPath)
        {
            if (typeof(GameObject).IsInstanceOfType(newAsset))
            {
                if (oldAsset != null)
                {
                    return(PersistAsset((GameObject)oldAsset, (GameObject)newAsset, assetName, assetPath));
                }
                else
                {
                    return(PersistAsset(null, (GameObject)newAsset, assetName, assetPath));
                }
            }

            var fullAssetPath = GetAssetPath(assetName, assetPath, "asset");

            AssetUtility.CreatePathFolders(fullAssetPath);

            // Is there an earlier instance of the asset already generated and persisted?
            if (oldAsset != null && AssetDatabase.Contains(oldAsset))
            {
                // Is the earlier asset and this asset exactly the same type, and is the old asset currently
                // persisted as a discrete asset, not as a hidden embedded asset in the asset collection?
                if (oldAsset.GetType() == newAsset.GetType() && _assetCollection.discreteAssets.Contains(oldAsset))
                {
                    // Check the earlier asset's path, to see if it's already in the right place.
                    var currentPath = AssetUtility.GetProjectRelativeAssetPath(oldAsset);
                    if (currentPath != fullAssetPath)
                    {
                        // If there's any asset that is a part of this collection, then rename it so that the old asset can be moved.
                        FindAndMoveAnyConflictingObject(fullAssetPath, oldAsset);

                        // Move the old asset to the new location.
                        var errorMessage = AssetDatabase.MoveAsset(currentPath, fullAssetPath);
                        if (!string.IsNullOrEmpty(errorMessage))
                        {
                            throw new System.InvalidOperationException(errorMessage);
                        }
                    }

                    // Update the earlier asset to match the new instance.
                    if (!ReferenceEquals(newAsset, oldAsset))
                    {
                        AssetUtility.UpdateAssetInPlace(newAsset, oldAsset);
                    }

                    oldAsset.name = assetName;
                    EditorUtility.SetDirty(oldAsset);

                    // Re-add the old asset to the asset collection just in case it wasn't already there or in the right list for some reason.
                    _assetCollection.AddDiscrete(oldAsset);
                    EditorUtility.SetDirty(_assetCollection);

                    return(oldAsset);
                }
                // The earlier asset and the new instance have different types, or the old asset is embedded in the asset collection.
                else
                {
                    // There's no way to maintain references, so just delete the old instance.
                    _assetCollection.Remove(oldAsset);
                    DestroyImmediate(oldAsset, true);

                    // If there's any asset that is a part of this collection, then rename it so that the new asset can be persisted.
                    FindAndMoveAnyConflictingObject(fullAssetPath);

                    // Persist the new asset.
                    newAsset.name = assetName;
                    AssetDatabase.CreateAsset(newAsset, fullAssetPath);
                    EditorUtility.SetDirty(newAsset);

                    // Add the new asset to the asset collection.
                    _assetCollection.AddDiscrete(newAsset);
                    EditorUtility.SetDirty(_assetCollection);

                    return(newAsset);
                }
            }
            // There was no earlier persistent instance of the asset, so there is nothing to replace.
            else
            {
                // Persist the new asset.
                newAsset.name = assetName;
                AssetDatabase.CreateAsset(newAsset, fullAssetPath);
                EditorUtility.SetDirty(newAsset);

                // Add the new asset to the asset collection.
                _assetCollection.AddDiscrete(newAsset);
                EditorUtility.SetDirty(_assetCollection);

                return(newAsset);
            }
        }