public AssetObjectInfo(string path, SerializableSystemType type) { this.m_Path = path; string[] parts = path.Split('/'); this.m_Name = parts[parts.Length - 1]; this.m_Type = type; }
public AssetObjectInfo(string path, SerializableSystemType type) { this.m_Path = path; string[] parts = path.Split('/'); this.m_Name = parts[parts.Length - 1]; this.m_Type = type; System.IO.FileInfo fileInfo = new System.IO.FileInfo(path); this.m_FileSize = fileInfo.Length; this.m_FileSizeString = AssetHunterHelper.BytesToString(m_FileSize); }
internal void SetAssetInfo(UnityEngine.Object obj, string path) { this.m_path = path; string[] parts = path.Split('/'); this.m_name = parts[parts.Length - 1]; m_assetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(path); m_type = new SerializableSystemType(obj.GetType()); AssetHunterHelper.UnloadUnused(); }
internal void SetAssetInfo(UnityEngine.Object obj, string path) { this.m_path = path; string[] parts = path.Split('/'); this.m_name = parts[parts.Length - 1]; m_assetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(path); //TODO Make sure we are doing proper garbage collection m_type = new SerializableSystemType(obj.GetType()); //TODO Memory leak management (Perhaps should be a toggle value in window, or automatically detect if needed EditorUtility.UnloadUnusedAssets(); }
private static void traverseDirectory(int parentIndex, string path, List <BuildReportAsset> usedAssets, int heirarchyDepth, ref int directoriesTraversed, SortedDictionary <SerializableSystemType, 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 vertain folders or suffixes foreach (UnityEngine.Object dir in AssetHunterMainWindow.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; } } string[] assetsInDirectory = Directory.GetFiles(path, "*.*", SearchOption.TopDirectoryOnly) .Where(name => !name.ToLowerInvariant().EndsWith(".meta") && (!name.ToLowerInvariant().EndsWith(".unity")) && (!name.ToLowerInvariant().EndsWith("thumbs.db")) && (!name.ToLowerInvariant().EndsWith(".orig")) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "heureka" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "plugins" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "streamingassets" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "resources" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "editor default resources" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "editor" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(@".ds_store")) && (!name.ToLowerInvariant().Contains(@".workspace.mel")) && (!name.ToLowerInvariant().Contains(@".mayaswatches"))) .ToArray(); for (int i = 0; i < assetsInDirectory.Length; i++) { assetsInDirectory[i] = assetsInDirectory[i].Substring(assetsInDirectory[i].IndexOf("/Assets") + 1); assetsInDirectory[i] = assetsInDirectory[i].Replace(@"\", "/"); } //Find any assets that does not live in UsedAssets List var result = assetsInDirectory.Where(p => !usedAssets.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2.GUID) == p)); //Create new folder object ProjectFolderInfo afInfo = new ProjectFolderInfo(); afInfo.DirectoryName = path.Substring(path.IndexOf("/Assets") + 1).Replace(@"\", "/"); afInfo.ParentIndex = parentIndex; if (heirarchyDepth == 0) { afInfo.FoldOut = true; } //Add to static list AssetHunterMainWindow.Instance.AddProjectFolderInfo(afInfo); if (parentIndex != -1) { AssetHunterMainWindow.Instance.GetFolderList()[parentIndex].AddChildFolder(afInfo); } UnityEngine.Object objToFind; foreach (string assetName in result) { objToFind = AssetDatabase.LoadAssetAtPath(assetName, typeof(UnityEngine.Object)); if (objToFind == null) { Debug.LogWarning("Couldnt find " + assetName); continue; } SerializableSystemType assetType = new SerializableSystemType(objToFind.GetType()); if (assetType.SystemType != typeof(MonoScript) && (!AssetHunterMainWindow.Instance.settings.m_AssetTypeExcludes.Contains(assetType))) { AssetObjectInfo newAssetInfo = new AssetObjectInfo(assetName, assetType); afInfo.AddAsset(newAssetInfo); } objToFind = null; //Memory leak safeguard UnloadUnused(); } string[] nextLevelDirectories = System.IO.Directory.GetDirectories(path, "*.*", System.IO.SearchOption.TopDirectoryOnly); foreach (string nld in nextLevelDirectories) { traverseDirectory(AssetHunterMainWindow.Instance.GetFolderList().IndexOf(afInfo), nld, usedAssets, (heirarchyDepth + 1), ref directoriesTraversed, validTypeList); } }
internal void ExcludeType(SerializableSystemType newtype) { m_AssetTypeExcludes.Add(newtype); }
internal bool ValidateType(SerializableSystemType newtype) { return(!m_AssetTypeExcludes.Contains(newtype)); }
private static void traverseDirectory(int parentIndex, string path, List <BuildReportAsset> usedAssets, int heirarchyDepth, ref int directoriesTraversed, SortedDictionary <SerializableSystemType, 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 vertain folders or suffixes foreach (UnityEngine.Object dir in AssetHunterMainWindow.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.ToLowerInvariant().EndsWith(".meta") && (!name.ToLowerInvariant().EndsWith(".unity")) && (!name.ToLowerInvariant().EndsWith("thumbs.db")) && (!name.ToLowerInvariant().EndsWith(".orig")) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "heureka" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "plugins" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "streamingassets" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "resources" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "editor default resources" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().Contains(Path.DirectorySeparatorChar + "editor" + Path.DirectorySeparatorChar)) && (!name.ToLowerInvariant().EndsWith(@".ds_store")) && (!name.ToLowerInvariant().EndsWith(@".workspace.mel")) && (!name.ToLowerInvariant().EndsWith(@".mayaswatches"))) .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(@"\", "/"); } //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 => !usedAssets.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2.GUID) == p)); //Create new folder object ProjectFolderInfo afInfo = new ProjectFolderInfo(); //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 AssetHunterMainWindow.Instance.AddProjectFolderInfo(afInfo); if (parentIndex != -1) { AssetHunterMainWindow.Instance.GetFolderList()[parentIndex].AddChildFolder(afInfo); } UnityEngine.Object objToFind; foreach (string assetName in result) { bool bExclude = false; foreach (string excluder in AssetHunterMainWindow.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; } SerializableSystemType assetType = new SerializableSystemType(objToFind.GetType()); if (assetType.SystemType != typeof(MonoScript) && (!AssetHunterMainWindow.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 (AssetHunterMainWindow.Instance.settings.m_MemoryCleanupActive) { UnloadUnused(); } } string[] nextLevelDirectories = System.IO.Directory.GetDirectories(path, "*.*", System.IO.SearchOption.TopDirectoryOnly); //Memory leak safeguard per folder if (!AssetHunterMainWindow.Instance.settings.m_MemoryCleanupActive) { UnloadUnused(); } foreach (string nld in nextLevelDirectories) { traverseDirectory(AssetHunterMainWindow.Instance.GetFolderList().IndexOf(afInfo), nld, usedAssets, (heirarchyDepth + 1), ref directoriesTraversed, validTypeList); } }