private static void CollectNode(GameObjectTreeNode node, List <GameObject> gameObjects) { gameObjects.Add(node.gameObject); foreach (GameObjectTreeNode i in node.Nodes) { CollectNode(i, gameObjects); } }
public static (string, List <TreeNode>) BuildAssetData() { StatusStripUpdate("Building asset list..."); string productName = null; var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count); var objectAssetItemDic = new Dictionary <Object, AssetItem>(objectCount); var containers = new List <(PPtr <Object>, string)>(); int i = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { foreach (var asset in assetsFile.Objects) { var assetItem = new AssetItem(asset); objectAssetItemDic.Add(asset, assetItem); assetItem.UniqueID = " #" + i; var exportable = false; switch (asset) { case GameObject m_GameObject: assetItem.Text = m_GameObject.m_Name; break; case Texture2D m_Texture2D: if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path)) { assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size; } assetItem.Text = m_Texture2D.m_Name; exportable = true; break; case AudioClip m_AudioClip: if (!string.IsNullOrEmpty(m_AudioClip.m_Source)) { assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size; } assetItem.Text = m_AudioClip.m_Name; exportable = true; break; case VideoClip m_VideoClip: if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath)) { assetItem.FullSize = asset.byteSize + (long)m_VideoClip.m_ExternalResources.m_Size; } assetItem.Text = m_VideoClip.m_Name; exportable = true; break; case Shader m_Shader: assetItem.Text = m_Shader.m_ParsedForm?.m_Name ?? m_Shader.m_Name; exportable = true; break; case Mesh _: case TextAsset _: case AnimationClip _: case Font _: case MovieTexture _: case Sprite _: assetItem.Text = ((NamedObject)asset).m_Name; exportable = true; break; case Animator m_Animator: if (m_Animator.m_GameObject.TryGet(out var gameObject)) { assetItem.Text = gameObject.m_Name; } exportable = true; break; case MonoBehaviour m_MonoBehaviour: if (m_MonoBehaviour.m_Name == "" && m_MonoBehaviour.m_Script.TryGet(out var m_Script)) { assetItem.Text = m_Script.m_ClassName; } else { assetItem.Text = m_MonoBehaviour.m_Name; } exportable = true; break; case PlayerSettings m_PlayerSettings: productName = m_PlayerSettings.productName; break; case AssetBundle m_AssetBundle: foreach (var m_Container in m_AssetBundle.m_Container) { var preloadIndex = m_Container.Value.preloadIndex; var preloadSize = m_Container.Value.preloadSize; var preloadEnd = preloadIndex + preloadSize; for (int k = preloadIndex; k < preloadEnd; k++) { containers.Add((m_AssetBundle.m_PreloadTable[k], m_Container.Key)); } } assetItem.Text = m_AssetBundle.m_Name; break; case ResourceManager m_ResourceManager: foreach (var m_Container in m_ResourceManager.m_Container) { containers.Add((m_Container.Value, m_Container.Key)); } break; case NamedObject m_NamedObject: assetItem.Text = m_NamedObject.m_Name; break; } if (assetItem.Text == "") { assetItem.Text = assetItem.TypeString + assetItem.UniqueID; } if (Properties.Settings.Default.displayAll || exportable) { exportableAssets.Add(assetItem); } Progress.Report(++i, objectCount); } } foreach ((var pptr, var container) in containers) { if (pptr.TryGet(out var obj)) { objectAssetItemDic[obj].Container = container; } } foreach (var tmp in exportableAssets) { tmp.SetSubItems(); } containers.Clear(); visibleAssets = exportableAssets; StatusStripUpdate("Building tree structure..."); var treeNodeCollection = new List <TreeNode>(); var treeNodeDictionary = new Dictionary <GameObject, GameObjectTreeNode>(); var assetsFileCount = assetsManager.assetsFileList.Count; int j = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var fileNode = new GameObjectTreeNode(assetsFile.fileName); //RootNode foreach (var obj in assetsFile.Objects) { if (obj is GameObject m_GameObject) { if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode)) { currentNode = new GameObjectTreeNode(m_GameObject); treeNodeDictionary.Add(m_GameObject, currentNode); } foreach (var pptr in m_GameObject.m_Components) { if (pptr.TryGet(out var m_Component)) { objectAssetItemDic[m_Component].TreeNode = currentNode; if (m_Component is MeshFilter m_MeshFilter) { if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer) { if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } } } var parentNode = fileNode; if (m_GameObject.m_Transform != null) { if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father)) { if (m_Father.m_GameObject.TryGet(out var parentGameObject)) { if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode)) { parentNode = new GameObjectTreeNode(parentGameObject); treeNodeDictionary.Add(parentGameObject, parentNode); } } } } parentNode.Nodes.Add(currentNode); } } if (fileNode.Nodes.Count > 0) { treeNodeCollection.Add(fileNode); } Progress.Report(++j, assetsFileCount); } treeNodeDictionary.Clear(); objectAssetItemDic.Clear(); return(productName, treeNodeCollection); }
public static Tuple <string, List <TreeNode> > BuildAssetData() { StatusStripUpdate("Building asset list..."); string productName = null; var assetsNameHash = new HashSet <string>(StringComparer.OrdinalIgnoreCase); var objectCount = assetsManager.assetsFileList.Sum(x => x.Objects.Count); var objectAssetItemDic = new Dictionary <Object, AssetItem>(objectCount); int i = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var tempExportableAssets = new List <AssetItem>(); AssetBundle ab = null; foreach (var asset in assetsFile.Objects.Values) { var assetItem = new AssetItem(asset); objectAssetItemDic.Add(asset, assetItem); assetItem.UniqueID = " #" + i; var exportable = false; switch (asset) { case GameObject m_GameObject: assetItem.Text = m_GameObject.m_Name; break; case Texture2D m_Texture2D: if (!string.IsNullOrEmpty(m_Texture2D.m_StreamData?.path)) { assetItem.FullSize = asset.byteSize + m_Texture2D.m_StreamData.size; } assetItem.Text = m_Texture2D.m_Name; exportable = true; break; case AudioClip m_AudioClip: if (!string.IsNullOrEmpty(m_AudioClip.m_Source)) { assetItem.FullSize = asset.byteSize + m_AudioClip.m_Size; } assetItem.Text = m_AudioClip.m_Name; exportable = true; break; case VideoClip m_VideoClip: if (!string.IsNullOrEmpty(m_VideoClip.m_OriginalPath)) { assetItem.FullSize = asset.byteSize + (long)m_VideoClip.m_Size; } assetItem.Text = m_VideoClip.m_Name; exportable = true; break; case Shader m_Shader: assetItem.Text = m_Shader.m_ParsedForm?.m_Name ?? m_Shader.m_Name; exportable = true; break; case Mesh _: case TextAsset _: case AnimationClip _: case Font _: case MovieTexture _: case Sprite _: assetItem.Text = ((NamedObject)asset).m_Name; exportable = true; break; case Animator m_Animator: if (m_Animator.m_GameObject.TryGet(out var gameObject)) { assetItem.Text = gameObject.m_Name; } exportable = true; break; case MonoBehaviour m_MonoBehaviour: if (m_MonoBehaviour.m_Name == "" && m_MonoBehaviour.m_Script.TryGet(out var m_Script)) { assetItem.Text = m_Script.m_ClassName; } else { assetItem.Text = m_MonoBehaviour.m_Name; } exportable = true; break; case PlayerSettings m_PlayerSettings: productName = m_PlayerSettings.productName; break; case AssetBundle m_AssetBundle: ab = m_AssetBundle; assetItem.Text = ab.m_Name; break; case NamedObject m_NamedObject: assetItem.Text = m_NamedObject.m_Name; break; } if (assetItem.Text == "") { assetItem.Text = assetItem.TypeString + assetItem.UniqueID; } //处理同名文件 if (!assetsNameHash.Add(assetItem.TypeString + assetItem.Text)) { assetItem.Text += assetItem.UniqueID; } //处理非法文件名 assetItem.Text = FixFileName(assetItem.Text); if (Properties.Settings.Default.displayAll || exportable) { tempExportableAssets.Add(assetItem); } Progress.Report(++i, objectCount); } foreach (var item in tempExportableAssets) { if (ab != null) { var container = ab.m_Container.FirstOrDefault(y => y.Value.asset.m_PathID == item.Asset.m_PathID).Key; if (!string.IsNullOrEmpty(container)) { item.Container = container; } } item.SetSubItems(); } exportableAssets.AddRange(tempExportableAssets); tempExportableAssets.Clear(); } visibleAssets = exportableAssets; assetsNameHash.Clear(); StatusStripUpdate("Building tree structure..."); var treeNodeCollection = new List <TreeNode>(); var treeNodeDictionary = new Dictionary <GameObject, GameObjectTreeNode>(); var assetsFileCount = assetsManager.assetsFileList.Count; int j = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var fileNode = new GameObjectTreeNode(assetsFile.fileName); //RootNode foreach (var obj in assetsFile.Objects.Values) { if (obj is GameObject m_GameObject) { if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode)) { currentNode = new GameObjectTreeNode(m_GameObject); treeNodeDictionary.Add(m_GameObject, currentNode); } foreach (var pptr in m_GameObject.m_Components) { if (pptr.TryGet(out var m_Component)) { objectAssetItemDic[m_Component].TreeNode = currentNode; if (m_Component is MeshFilter m_MeshFilter) { if (m_MeshFilter.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } else if (m_Component is SkinnedMeshRenderer m_SkinnedMeshRenderer) { if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh)) { objectAssetItemDic[m_Mesh].TreeNode = currentNode; } } } } var parentNode = fileNode; if (m_GameObject.m_Transform != null) { if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father)) { if (m_Father.m_GameObject.TryGet(out var parentGameObject)) { if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode)) { parentNode = new GameObjectTreeNode(parentGameObject); treeNodeDictionary.Add(parentGameObject, parentNode); } } } } parentNode.Nodes.Add(currentNode); } } if (fileNode.Nodes.Count > 0) { treeNodeCollection.Add(fileNode); } Progress.Report(++j, assetsFileCount); } treeNodeDictionary.Clear(); objectAssetItemDic.Clear(); return(new Tuple <string, List <TreeNode> >(productName, treeNodeCollection)); }
public static List <TreeNode> BuildTreeStructure(Dictionary <Object, AssetItem> tempDic) { StatusStripUpdate("Building tree structure..."); var treeNodeCollection = new List <TreeNode>(); var treeNodeDictionary = new Dictionary <GameObject, GameObjectTreeNode>(); var progressCount = assetsManager.assetsFileList.Count; int i = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var fileNode = new GameObjectTreeNode(assetsFile.fileName); //RootNode foreach (var obj in assetsFile.Objects.Values) { if (obj is GameObject m_GameObject) { if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode)) { currentNode = new GameObjectTreeNode(m_GameObject); treeNodeDictionary.Add(m_GameObject, currentNode); } if (m_GameObject.m_MeshFilter != null) { if (m_GameObject.m_MeshFilter.m_Mesh.TryGet(out var m_Mesh)) { var item = tempDic[m_Mesh]; item.TreeNode = currentNode; } tempDic[m_GameObject.m_MeshFilter].TreeNode = currentNode; } if (m_GameObject.m_SkinnedMeshRenderer != null) { if (m_GameObject.m_SkinnedMeshRenderer.m_Mesh.TryGet(out var m_Mesh)) { var item = tempDic[m_Mesh]; item.TreeNode = currentNode; } tempDic[m_GameObject.m_SkinnedMeshRenderer].TreeNode = currentNode; } var parentNode = fileNode; if (m_GameObject.m_Transform != null) { if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father)) { if (m_Father.m_GameObject.TryGet(out var parentGameObject)) { if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode)) { parentNode = new GameObjectTreeNode(parentGameObject); treeNodeDictionary.Add(parentGameObject, parentNode); } } } } parentNode.Nodes.Add(currentNode); } } if (fileNode.Nodes.Count > 0) { treeNodeCollection.Add(fileNode); } Progress.Report(++i, progressCount); } treeNodeDictionary.Clear(); return(treeNodeCollection); }
public static List <GameObjectTreeNode> BuildTreeStructure(Dictionary <ObjectReader, AssetItem> tempDic) { var treeNodeCollection = new List <GameObjectTreeNode>(); var gameObjectCount = assetsManager.assetsFileList.Sum(x => x.GameObjects.Count); if (gameObjectCount > 0) { Logger.Info("Building tree structure..."); int i = 0; Progress.Reset(); foreach (var assetsFile in assetsManager.assetsFileList) { var fileNode = new GameObjectTreeNode(assetsFile.fileName); //RootNode foreach (var m_GameObject in assetsFile.GameObjects.Values) { foreach (var m_Component in m_GameObject.m_Components) { if (m_Component.TryGet(out var asset)) { switch (asset.type) { case ClassIDType.Transform: { m_GameObject.m_Transform = m_Component; break; } case ClassIDType.MeshRenderer: { m_GameObject.m_MeshRenderer = m_Component; break; } case ClassIDType.MeshFilter: { m_GameObject.m_MeshFilter = m_Component; if (m_Component.TryGet(out var objectReader)) { var m_MeshFilter = new MeshFilter(objectReader); if (m_MeshFilter.m_Mesh.TryGet(out objectReader)) { var item = tempDic[objectReader]; item.gameObject = m_GameObject; } } break; } case ClassIDType.SkinnedMeshRenderer: { m_GameObject.m_SkinnedMeshRenderer = m_Component; if (m_Component.TryGet(out var objectReader)) { var m_SkinnedMeshRenderer = new SkinnedMeshRenderer(objectReader); if (m_SkinnedMeshRenderer.m_Mesh.TryGet(out objectReader)) { var item = tempDic[objectReader]; item.gameObject = m_GameObject; } } break; } case ClassIDType.Animator: { m_GameObject.m_Animator = m_Component; var item = tempDic[asset]; item.Text = tempDic[m_GameObject.reader].Text; break; } } } } var parentNode = fileNode; if (m_GameObject.m_Transform != null && m_GameObject.m_Transform.TryGetTransform(out var m_Transform)) { if (m_Transform.m_Father.TryGetTransform(out var m_Father)) { if (m_Father.m_GameObject.TryGetGameObject(out var parentGameObject)) { if (!treeNodeDictionary.TryGetValue(parentGameObject, out parentNode)) { parentNode = new GameObjectTreeNode(parentGameObject); treeNodeDictionary.Add(parentGameObject, parentNode); } } } } if (!treeNodeDictionary.TryGetValue(m_GameObject, out var currentNode)) { currentNode = new GameObjectTreeNode(m_GameObject); treeNodeDictionary.Add(m_GameObject, currentNode); } parentNode.Nodes.Add(currentNode); Progress.Report(++i, gameObjectCount); } if (fileNode.Nodes.Count > 0) { treeNodeCollection.Add(fileNode); } } } return(treeNodeCollection); }