예제 #1
0
        internal void SetAssetInfo(UnityEngine.Object obj, string path)
        {
            long fileSize = -1;

            fileSize = getImportedFileSize(path);

            m_assetActualSize = fileSize;
            //SetSize();
            m_assetSizeString = (m_assetActualSize != -1) ? AssetHunterHelper.SizeSuffix(m_assetActualSize, 1) : "NA";

            this.m_path = path;
            //string[] parts = path.Split('/');
            this.m_name = obj.name;// parts[parts.Length - 1];

            m_assetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(path);
            m_type      = new AssetHunterSerializableSystemType(obj.GetType());

            AssetHunterHelper.UnloadUnused();
        }
예제 #2
0
 public AssemblyInfo(System.Reflection.Assembly assembly)
 {
     this.AssemblyName = assembly.ManifestModule.Name;
     this.size         = AssetHunterHelper.GetActualFileSize(assembly.Location);
     this.sizeString   = (this.size != -1) ? AssetHunterHelper.SizeSuffix(this.size, 1) : "NA";
 }