コード例 #1
0
        /// <summary>
        /// 替换文件冲突的guid
        /// </summary>
        /// <param name="filePath">文件路径</param>
        /// <param name="duplicateGuidList">重复有冲突的guid列表</param>
        /// <param name="replaceGuidList">要替换的guid列表,各个元素索引与duplicateGuidList一致</param>
        private void ReplaceFileDuplicateGuid(string filePath, string[] duplicateGuidList, string[] replaceGuidList)
        {
            Regex         regex     = new Regex(@"guid:\s*");
            List <string> fileLines = FileUtil2.GetFileLines(filePath, true, -1);
            int           len       = fileLines.Count;

            for (int i = 0; i < len; i++)
            {
                string line  = fileLines[i];
                Match  match = regex.Match(line);
                if (match.Success)
                {
                    int    guidStartIndex       = match.Index + match.Value.Length;
                    string guidString           = line.Substring(guidStartIndex, 32);
                    int    atDuplicateListIndex = Array.IndexOf(duplicateGuidList, guidString);
                    if (atDuplicateListIndex > -1)
                    {
                        line         = line.Remove(guidStartIndex, 32);
                        line         = line.Insert(guidStartIndex, replaceGuidList[atDuplicateListIndex]);
                        fileLines[i] = line;
                    }
                }
            }
            FileUtil2.WriteFileLines(fileLines.ToArray(), filePath);
        }
コード例 #2
0
        /// <summary>
        /// 导入项目的Assets文件夹,并修改.cs文件解决冲突
        /// </summary>
        /// <param name="path">需要导入Assets文件夹的项目路径</param>
        /// <param name="currentProjectTempPath">临时文件夹</param>
        /// <param name="projectName">需要导入项目名称</param>
        public override void Import(string path, string currentProjectTempPath, string projectName)
        {
            //当前项目的Assets文件夹的全路径,路径中使用"/"分隔,不是"\"。
            string assetsPath = Application.dataPath;

            //备份当前项目的所有GUID用于判断是否重复
            string[] oldGuidList = GuidUtil.GetAllMetaFileGuidList(assetsPath, true);
            //创建子项目目录,如果目录存在则先删除
            string childProjectPath = assetsPath + "/" + projectName;

            FileUtil2.CreateDirectory(childProjectPath, true);
            EditorUtility.ClearProgressBar();
            //子项目Assets目录
            string childProjectAssetsPath = childProjectPath + "/Assets";

            //复制项目的Assets文件夹到子项目路径
            FileUtil2.CopyDirectory(path + "/Assets", childProjectAssetsPath);
            //删除DOTweenSettings.asset
            DeleteDOTweenSettingsAsset(childProjectAssetsPath);
            //删除不需要导入的文件夹,如Editor、Gizmos、Plugins等
            ForeachAndDeleteIgnoreFolders(childProjectAssetsPath);
            //修改文件夹下的.cs文件解决冲突
            ForeachAndEditCSharpFiles(childProjectAssetsPath, projectName);
            //修改文件夹下的.unity文件,修正SortingLayer等
            ForeachAndEditUnityFiles(childProjectAssetsPath, projectName);
            //修改冲突的GUID
            ForeachAndEditGuids(childProjectAssetsPath, oldGuidList);
        }
コード例 #3
0
        /// <summary>
        /// 返回指定文件夹下所有.meta文件的guid列表
        /// </summary>
        /// <param name="folderPath">文件夹路径,如果是'\'路径,需要加@转换,如:getFolderGuidList(@"E:\unity_tags\Assets")</param>
        /// <param name="displayProgressBar">是否显示进度条</param>
        /// <returns></returns>
        public static string[] GetAllMetaFileGuidList(string folderPath, bool displayProgressBar = false)
        {
            if (displayProgressBar)
            {
                EditorUtility.DisplayProgressBar("Hold on...", "Get guid of all meta files...", 0f);
            }
            DirectoryInfo directoryInfo = new DirectoryInfo(folderPath);

            FileInfo[] fileInfos = directoryInfo.GetFiles("*.meta", SearchOption.AllDirectories);
            Regex      regex     = new Regex(@"guid:\s*", RegexOptions.Compiled);
            int        len       = fileInfos.Length;

            string[] list = new string[len];
            for (int i = 0; i < len; i++)
            {
                FileInfo      fileInfo  = fileInfos[i];
                List <string> fileLines = FileUtil2.GetFileLines(@fileInfo.FullName, false, 2);
                if (displayProgressBar)
                {
                    EditorUtility.DisplayProgressBar("Hold on...", "Get guid of all meta file" + fileInfo.Name, (i + 1f) / (float)len);
                }
                //meta文件都是在第二行表示guid
                string guidLine = fileLines[1];

                Match match = regex.Match(guidLine);
                list[i] = guidLine.Substring(match.Value.Length, 32);
            }
            if (displayProgressBar)
            {
                EditorUtility.ClearProgressBar();
            }
            return(list);
        }
コード例 #4
0
        /// <summary>
        /// 导入一个项目的Assets文件夹和ProjectSettings
        /// </summary>
        /// <param name="path">项目的路径位置</param>
        /// <param name="isImportAssets">是否导入Assets文件夹</param>
        /// <param name="isImportBuildSettings">是否导入BuildSettings</param>
        /// <param name="projectName">导入进来的文件夹名;项目中的所有设置文件的名称前缀,null时将从path的最后截取</param>
        /// <param name="isDeleteBuildSettingsScenes">导入前是否清除由projectName指定的项目在上一次导入时在BuildSettings窗口中的场景</param>
        /// <param name="isDeleteAssets">导入前是否清除由projectName指定的项目在上一次导入时的资源文件夹</param>
        public static void ImportProject(string path, bool isImportAssets = true, bool isImportBuildSettings = true,
                                         string projectName = null, bool isDeleteBuildSettingsScenes         = true, bool isDeleteAssets = true)
        {
            if (projectName == null)
            {
                projectName = path.Substring(path.LastIndexOf('/') + 1);
            }

            //删除指定项目的所有资源和设置,用于重复导入时清空上一次导入的资源和设置
            DeleteProject(projectName, isDeleteBuildSettingsScenes, isDeleteAssets);

            //创建临时文件夹,如果文件夹存在则先删除
            FileUtil2.CreateDirectory(projectImporterTempPath, true);

            //导入tags和Layers
            var tagsAndLayersImporter = new TagsAndLayersImporter();

            tagsAndLayersImporter.Import(path, currentProjectTempPath, projectName);

            if (isImportAssets)
            {
                //导入Assets文件夹,并修改.cs文件解决冲突,必须在导入tags和Layers之后执行
                var assetsImporter = new AssetsImporter();
                assetsImporter.Import(path, currentProjectTempPath, projectName);
            }

            //导入Time
            var timeImporter = new TimeImporter();

            timeImporter.Import(path, currentProjectTempPath, projectName);

            //导入Physics
            var physicsImporter = new PhysicsImporter();

            physicsImporter.Import(path, currentProjectTempPath, projectName);

            //导入Physics2D
            var physics2DImporter = new Physics2DImporter();

            physics2DImporter.Import(path, currentProjectTempPath, projectName);

            //导入Quality
            var qualityImporter = new QualityImporter();

            qualityImporter.Import(path, currentProjectTempPath, projectName);

            if (isImportBuildSettings)
            {
                //导入BuildSettings
                var buildSettingsImporter = new BuildSettingsImporter();
                buildSettingsImporter.Import(path, currentProjectTempPath, projectName);
            }

            //所有事情完成,删除"ProjectImporter/temp"临时文件夹
            AssetDatabase.DeleteAsset(projectImporterTempPath);
        }
コード例 #5
0
        /// <summary>
        /// 修改.cs文件
        /// </summary>
        /// <param name="filePath">文件路径,如果是'\'路径,需要加@转换,如:editCSharpFile(@"E:\unity_tags\Assets\Main.cs")。</param>
        /// <param name="projectName">导入的项目名称</param>
        private void EditCSharpFile(string filePath, string projectName)
        {
            List <string> fileLines = FileUtil2.GetFileLines(filePath, true);

            //修正不兼容的"SortingLayer"代码,使用"SortingLayer2"替换
            FixSortingLayerCode(fileLines);
            //修正不兼容的"LayerMask"代码,使用"LayerMask2"替换
            FixLayerMaskCode(fileLines);
            //修正不兼容的"SceneManager"代码,使用"SceneManager2"类替换
            FixSceneManagerCode(fileLines);
            //修正不兼容的"QualitySettings"代码,使用"QualitySettings2"类替换
            FixQualitySettingsCode(fileLines);
            //检测并添加以项目命名的namespace到.cs文件
            CheckAndAddNameSpaceToCSharpFile(fileLines, projectName, filePath);
            //重新写入文件
            FileUtil2.WriteFileLines(fileLines.ToArray(), filePath);
        }
コード例 #6
0
        /// <summary>
        /// 修改.unity文件
        /// 注意:请确保需要修改的.unity文件没有在编辑器中打开,否则会修改不成功
        /// </summary>
        /// <param name="filePath">文件路径,如果是'\'路径,需要加@转换,如:editCSharpFile(@"E:\unity_tags\Assets\main.unity")。</param>
        /// <param name="projectName">导入的项目名称</param>
        private void EditUnityFile(string filePath, string projectName)
        {
            //是否在编辑器中打开.unity
            string tempFilePath = filePath.Replace('\\', '/');
            int    sceneCount   = EditorSceneManager.sceneCount;

            for (int i = 0; i < sceneCount; i++)
            {
                var scene = EditorSceneManager.GetSceneAt(i);
                if (tempFilePath.IndexOf(scene.path, StringComparison.Ordinal) > -1)
                {
                    Debug.LogError("请关闭" + scene.path + "再重新导入");
                    break;
                }
            }
            //
            List <string> fileLines = FileUtil2.GetFileLines(filePath, true);

            //修正引用的SortingLayer.id
            FixSortingLayerID(fileLines);
            //重新写入文件
            FileUtil2.WriteFileLines(fileLines.ToArray(), filePath);
        }