public void Run(string nodeId, string labelToNext, string package, Dictionary <string, List <InternalAssetData> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <InternalAssetData> >, List <string> > Output) { var usedCache = new List <string>(); var invalids = new List <string>(); foreach (var sources in groupedSources.Values) { foreach (var source in sources) { if (string.IsNullOrEmpty(source.importedPath)) { invalids.Add(source.pathUnderSourceBase); } } } if (invalids.Any()) { throw new Exception("prefabricator:" + string.Join(", ", invalids.ToArray()) + " are not imported yet, should import before prefabricate."); } var recommendedPrefabOutputDirectoryPath = FileController.PathCombine(AssetGraphSettings.PREFABRICATOR_CACHE_PLACE, nodeId, GraphStackController.Current_Platform_Package_Folder(package)); var outputDict = new Dictionary <string, List <InternalAssetData> >(); var cachedOrGenerated = new List <string>(); foreach (var groupKey in groupedSources.Keys) { var inputSources = groupedSources[groupKey]; var recommendedPrefabPath = FileController.PathCombine(recommendedPrefabOutputDirectoryPath, groupKey); if (!recommendedPrefabPath.EndsWith(AssetGraphSettings.UNITY_FOLDER_SEPARATOR.ToString())) { recommendedPrefabPath = recommendedPrefabPath + AssetGraphSettings.UNITY_FOLDER_SEPARATOR.ToString(); } /* * ready input resource info for execute. not contains cache in this node. */ var assets = new List <AssetInfo>(); foreach (var assetData in inputSources) { var assetName = assetData.fileNameAndExtension; var assetType = assetData.assetType; var assetPath = assetData.importedPath; var assetId = assetData.assetId; assets.Add(new AssetInfo(assetName, assetType, assetPath, assetId)); } // collect generated prefab path. var generated = new List <string>(); var outputSources = new List <InternalAssetData>(); Func <GameObject, string, bool, string> Prefabricate = (GameObject baseObject, string prefabName, bool forceGenerate) => { var newPrefabOutputPath = Path.Combine(recommendedPrefabPath, prefabName); if (forceGenerate || !GraphStackController.IsCachedForEachSource(inputSources, alreadyCached, newPrefabOutputPath)) { // not cached, create new. UnityEngine.Object prefabFile = PrefabUtility.CreateEmptyPrefab(newPrefabOutputPath); // export prefab data. PrefabUtility.ReplacePrefab(baseObject, prefabFile); // save prefab. AssetDatabase.Refresh(ImportAssetOptions.ImportRecursive); AssetDatabase.SaveAssets(); generated.Add(newPrefabOutputPath); cachedOrGenerated.Add(newPrefabOutputPath); Debug.Log("AssetGraph prefab:" + newPrefabOutputPath + " is newly generated."); } else { // cached. usedCache.Add(newPrefabOutputPath); cachedOrGenerated.Add(newPrefabOutputPath); Debug.Log("AssetGraph prefab:" + newPrefabOutputPath + " is already cached. if want to regenerate forcely, set Prefabricate(baseObject, prefabName, true) <- forcely regenerate prefab."); } // set used. PrefabricateIsUsed(); return(newPrefabOutputPath); }; if (!Directory.Exists(recommendedPrefabPath)) { // create recommended directory. Directory.CreateDirectory(recommendedPrefabPath); } /* * execute inheritee's input method. */ try { In(groupKey, assets, recommendedPrefabPath, Prefabricate); } catch (Exception e) { Debug.LogError("Prefabricator:" + this + " error:" + e); } if (!isUsed) { Debug.LogWarning("should use 'Prefabricate' method for create prefab in Prefabricator for cache."); } /* * add assets in this node to next output. * it contains "cached" or "generated as prefab" or "else" assets. * output all assets. */ var currentAssetsInThisNode = FileController.FilePathsInFolder(recommendedPrefabPath); foreach (var newAssetPath in currentAssetsInThisNode) { if (generated.Contains(newAssetPath)) { var newAsset = InternalAssetData.InternalAssetDataGeneratedByImporterOrPrefabricator( newAssetPath, AssetDatabase.AssetPathToGUID(newAssetPath), AssetGraphInternalFunctions.GetAssetType(newAssetPath), true ); outputSources.Add(newAsset); } else { var newAsset = InternalAssetData.InternalAssetDataGeneratedByImporterOrPrefabricator( newAssetPath, AssetDatabase.AssetPathToGUID(newAssetPath), AssetGraphInternalFunctions.GetAssetType(newAssetPath), false ); outputSources.Add(newAsset); } } /* * add current resources to next node's resources. */ foreach (var assetData in inputSources) { var inheritedInternalAssetData = InternalAssetData.InternalAssetDataByImporter( assetData.traceId, assetData.absoluteSourcePath, assetData.sourceBasePath, assetData.fileNameAndExtension, assetData.pathUnderSourceBase, assetData.importedPath, assetData.assetId, assetData.assetType ); outputSources.Add(inheritedInternalAssetData); } outputDict[groupKey] = outputSources; } // delete unused cached prefabs. var unusedCachePaths = alreadyCached.Except(cachedOrGenerated).Where(path => !GraphStackController.IsMetaFile(path)).ToList(); foreach (var unusedCachePath in unusedCachePaths) { // unbundlize unused prefabricated cached asset. var assetImporter = AssetImporter.GetAtPath(unusedCachePath); assetImporter.assetBundleName = string.Empty; FileController.DeleteFileThenDeleteFolderIfEmpty(unusedCachePath); } Output(nodeId, labelToNext, outputDict, usedCache); }
public void Run(string nodeName, string nodeId, string connectionIdToNextNode, Dictionary <string, List <InternalAssetData> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <InternalAssetData> >, List <string> > Output) { var usedCache = new List <string>(); var invalids = new List <string>(); foreach (var sources in groupedSources.Values) { foreach (var source in sources) { if (string.IsNullOrEmpty(source.importedPath)) { invalids.Add(source.pathUnderSourceBase); } } } if (invalids.Any()) { throw new NodeException(string.Join(", ", invalids.ToArray()) + " are not imported yet. These assets need to be imported before prefabricated.", nodeId); } var recommendedPrefabOutputDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.PREFABRICATOR_CACHE_PLACE, nodeId, GraphStackController.GetCurrentPlatformPackageFolder()); var outputDict = new Dictionary <string, List <InternalAssetData> >(); var cachedOrGenerated = new List <string>(); foreach (var groupKey in groupedSources.Keys) { var inputSources = groupedSources[groupKey]; var recommendedPrefabPath = FileController.PathCombine(recommendedPrefabOutputDirectoryPath, groupKey); if (!recommendedPrefabPath.EndsWith(AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR.ToString())) { recommendedPrefabPath = recommendedPrefabPath + AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR.ToString(); } /* * ready input resource info for execute. not contains cache in this node. */ var assets = new List <AssetInfo>(); foreach (var assetData in inputSources) { var assetName = assetData.fileNameAndExtension; var assetType = assetData.assetType; var assetPath = assetData.importedPath; var assetId = assetData.assetId; assets.Add(new AssetInfo(assetName, assetType, assetPath, assetId)); } // collect generated prefab path. var generated = new List <string>(); var outputSources = new List <InternalAssetData>(); /* * Prefabricate(GameObject baseObject, string prefabName, bool forceGenerate) method. */ Func <GameObject, string, bool, string> Prefabricate = (GameObject baseObject, string prefabName, bool forceGenerate) => { var newPrefabOutputPath = Path.Combine(recommendedPrefabPath, prefabName); if (forceGenerate || !GraphStackController.IsCachedForEachSource(inputSources, alreadyCached, newPrefabOutputPath)) { // not cached, create new. UnityEngine.Object prefabFile = PrefabUtility.CreateEmptyPrefab(newPrefabOutputPath); // export prefab data. PrefabUtility.ReplacePrefab(baseObject, prefabFile); // save prefab. AssetDatabase.Refresh(ImportAssetOptions.ImportRecursive); AssetDatabase.SaveAssets(); generated.Add(newPrefabOutputPath); cachedOrGenerated.Add(newPrefabOutputPath); Debug.Log(nodeName + " created new prefab: " + newPrefabOutputPath); } else { // cached. usedCache.Add(newPrefabOutputPath); cachedOrGenerated.Add(newPrefabOutputPath); Debug.Log(nodeName + " used cached prefab: " + newPrefabOutputPath); } isPrefabricateFunctionCalled = true; return(newPrefabOutputPath); }; if (!Directory.Exists(recommendedPrefabPath)) { // create recommended directory. Directory.CreateDirectory(recommendedPrefabPath); } /* * execute inheritee's input method. */ try { CreatePrefab(nodeName, nodeId, groupKey, assets, recommendedPrefabPath, Prefabricate); } catch (Exception e) { Debug.LogError(nodeName + " Error:" + e); throw new NodeException(nodeName + " Error:" + e, nodeId); } if (!isPrefabricateFunctionCalled) { Debug.LogWarning(nodeName + ": Prefabricate delegate was not called. Prefab might not be created properly."); } /* * ready assets-output-data from this node to next output. * it contains "cached" or "generated as prefab" or "else" assets. * output all assets. */ var currentAssetsInThisNode = FileController.FilePathsInFolder(recommendedPrefabPath); foreach (var generatedCandidateAssetPath in currentAssetsInThisNode) { /* * candidate is new, regenerated prefab. */ if (generated.Contains(generatedCandidateAssetPath)) { var newAsset = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator( generatedCandidateAssetPath, AssetDatabase.AssetPathToGUID(generatedCandidateAssetPath), AssetBundleGraphInternalFunctions.GetAssetType(generatedCandidateAssetPath), true, false ); outputSources.Add(newAsset); continue; } /* * candidate is not new prefab. */ var cachedPrefabAsset = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator( generatedCandidateAssetPath, AssetDatabase.AssetPathToGUID(generatedCandidateAssetPath), AssetBundleGraphInternalFunctions.GetAssetType(generatedCandidateAssetPath), false, false ); outputSources.Add(cachedPrefabAsset); } /* * add current resources to next node's resources. */ outputSources.AddRange(inputSources); outputDict[groupKey] = outputSources; } // delete unused cached prefabs. var unusedCachePaths = alreadyCached.Except(cachedOrGenerated).Where(path => !GraphStackController.IsMetaFile(path)).ToList(); foreach (var unusedCachePath in unusedCachePaths) { // unbundlize unused prefabricated cached asset. var assetImporter = AssetImporter.GetAtPath(unusedCachePath); assetImporter.assetBundleName = string.Empty; FileController.DeleteFileThenDeleteFolderIfEmpty(unusedCachePath); } Output(nodeId, connectionIdToNextNode, outputDict, usedCache); }