コード例 #1
0
ファイル: AHHelper.cs プロジェクト: Hengle/U_Utility
        private static void traverseDirectory(int parentIndex, string path, List <BuildReportAsset> usedAssets, int heirarchyDepth, ref int directoriesTraversed, SortedDictionary <AHSerializableSystemType, bool> validTypeList)
        {
            directoriesTraversed++;

            EditorUtility.DisplayProgressBar(
                "Traversing Directories",
                "(" + directoriesTraversed + " of " + m_NumberOfDirectories + ") Analyzing " + path.Substring(path.IndexOf("/Assets") + 1),
                (float)directoriesTraversed / (float)m_NumberOfDirectories);

            //Get the settings to exclude certain folders or suffixes
            foreach (UnityEngine.Object dir in AHMainWindow.Instance.settings.m_DirectoryExcludes)
            {
                //TODO Can this be done more elegantly
                int                startingIndex = Application.dataPath.Length - 6;
                string             relativePath  = path.Substring(startingIndex, path.Length - startingIndex);
                UnityEngine.Object obj           = AssetDatabase.LoadAssetAtPath(relativePath, typeof(UnityEngine.Object));

                if (dir == obj)
                {
                    //This folder was exluded
                    return;
                }
            }

            //Exclude types and folders that should not be reviewed
            //TODO perhaps improve performance of this step (Also use String.Contains(excluder, StringComparison.OrdinalIgnoreCase)) might be better not to use LINQ
            string[] assetsInDirectory = Directory.GetFiles(path, "*.*", SearchOption.TopDirectoryOnly)
                                         .Where(name => !name.EndsWith(".meta", StringComparison.OrdinalIgnoreCase) &&
                                                (!name.EndsWith(".unity", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith("thumbs.db", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(".orig", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(".dll", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(".mdb", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "helper" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "plugins" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "streamingassets" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "resources" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "editor default resources" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.Contains(Path.DirectorySeparatorChar + "editor" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(@".ds_store", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(@".workspace.mel", StringComparison.OrdinalIgnoreCase)) &&
                                                (!name.EndsWith(@".mayaswatches", StringComparison.OrdinalIgnoreCase)))
                                         .ToArray();

            //TODO this could also be improved for performance
            for (int i = 0; i < assetsInDirectory.Length; i++)
            {
                assetsInDirectory[i] = assetsInDirectory[i].Substring(assetsInDirectory[i].IndexOf("/Assets") + 1);
                assetsInDirectory[i] = assetsInDirectory[i].Replace(@"\", "/");
            }

            //Remove the assets we ignore through settings && Find any assets that does not live in UsedAssets List
            //TODO for performance reasons, perhaps dont to this for each folder, but just once, when finished?
            //That would mean to do folder creation and populating unused assets lists after all folders are traversed
            var result = assetsInDirectory.Where(p => (!AHMainWindow.Instance.settings.m_AssetGUIDExcludes.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2) == p)) &&
                                                 !usedAssets.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2.GUID) == p));

            //Create new folder object
            AHProjectFolderInfo afInfo = new AHProjectFolderInfo();

            //TODO this could also be improved for performance
            afInfo.DirectoryName = path.Substring(path.IndexOf("/Assets") + 1).Replace(@"\", "/");
            afInfo.ParentIndex   = parentIndex;

            if (heirarchyDepth == 0)
            {
                afInfo.FoldOut = true;
            }

            //Add to static list
            AHMainWindow.Instance.AddProjectFolderInfo(afInfo);

            if (parentIndex != -1)
            {
                AHMainWindow.Instance.GetFolderList()[parentIndex].AddChildFolder(afInfo);
            }

            UnityEngine.Object objToFind;
            foreach (string assetName in result)
            {
                bool bExclude = false;

                foreach (string excluder in AHMainWindow.Instance.settings.m_AssetSubstringExcludes)
                {
                    //Exlude Asset Exclude substrings from settings
                    //If we find an excluded asset just continue to next iteration in loop
                    if (assetName.Contains(excluder, StringComparison.OrdinalIgnoreCase))
                    {
                        bExclude = true;
                    }
                }
                if (bExclude)
                {
                    continue;
                }

                objToFind = AssetDatabase.LoadAssetAtPath(assetName, typeof(UnityEngine.Object));

                if (objToFind == null)
                {
                    Debug.LogWarning("Couldnt find " + assetName);
                    continue;
                }

                AHSerializableSystemType assetType = new AHSerializableSystemType(objToFind.GetType());

                if (assetType.SystemType != typeof(MonoScript) && (!AHMainWindow.Instance.settings.m_AssetTypeExcludes.Contains(assetType)))
                {
                    AssetObjectInfo newAssetInfo = new AssetObjectInfo(assetName, assetType);
                    afInfo.AddAsset(newAssetInfo);
                }

                objToFind = null;

                //Memory leak safeguard
                //This have heavy performance implications
                if (AHMainWindow.Instance.settings.m_MemoryCleanupActive)
                {
                    UnloadUnused();
                }
            }

            string[] nextLevelDirectories = System.IO.Directory.GetDirectories(path, "*.*", System.IO.SearchOption.TopDirectoryOnly);

            //Memory leak safeguard per folder
            if (!AHMainWindow.Instance.settings.m_MemoryCleanupActive)
            {
                UnloadUnused();
            }

            foreach (string nld in nextLevelDirectories)
            {
                traverseDirectory(AHMainWindow.Instance.GetFolderList().IndexOf(afInfo), nld, usedAssets, (heirarchyDepth + 1), ref directoriesTraversed, validTypeList);
            }
        }