예제 #1
0
        internal static IEnumerable <Object> DuplicateAssets(IEnumerable <Object> assets)
        {
            AssetDatabase.Refresh();

            var    copiedPaths = new List <string>();
            Object firstDuplicatedObjectToFail = null;

            foreach (var asset in assets)
            {
                var assetPath = AssetDatabase.GetAssetPath(asset);

                // if duplicating a sub-asset, then create a copy next to the main asset file
                if (!String.IsNullOrEmpty(assetPath) && AssetDatabase.IsSubAsset(asset))
                {
                    if (asset is ISubAssetNotDuplicatable)
                    {
                        firstDuplicatedObjectToFail = firstDuplicatedObjectToFail ? firstDuplicatedObjectToFail : asset;
                        continue;
                    }

                    var extension = NativeFormatImporterUtility.GetExtensionForAsset(asset);

                    // We dot sanitize or block unclean the asset filename (asset.name)
                    // since the assertdb will do it for us and has a whole tailored logic for that.

                    // It feels wrong that the asset name (that can apparently contain any char)
                    // is conflated with the orthogonal notion of filename. From the user's POV
                    // it will force an asset dup but with mangled names if the original name contained
                    // "invalid chars" for filenames.
                    // Path.Combine is not used here to avoid blocking asset names that might
                    // contain chars not allowed in filenames.
                    if ((new HashSet <char>(Path.GetInvalidFileNameChars())).Intersect(asset.name).Count() != 0)
                    {
                        Debug.LogWarning(string.Format("Duplicated asset name '{0}' contains invalid characters. Those will be replaced in the duplicated asset name.", asset.name));
                    }

                    var newPath = AssetDatabase.GenerateUniqueAssetPath(
                        string.Format("{0}{1}{2}.{3}",
                                      Path.GetDirectoryName(assetPath),
                                      Path.DirectorySeparatorChar,
                                      asset.name,
                                      extension)
                        );
                    AssetDatabase.CreateAsset(Object.Instantiate(asset), newPath);
                    copiedPaths.Add(newPath);
                }
                // otherwise duplicate the main asset file
                else if (EditorUtility.IsPersistent(asset))
                {
                    var newPath = AssetDatabase.GenerateUniqueAssetPath(assetPath);
                    if (newPath.Length > 0 && AssetDatabase.CopyAsset(assetPath, newPath))
                    {
                        copiedPaths.Add(newPath);
                    }
                }
            }

            if (firstDuplicatedObjectToFail != null)
            {
                var errString = string.Format(
                    "Duplication error: One or more sub assets (with types of {0}) can not be duplicated directly, use the appropriate editor instead",
                    firstDuplicatedObjectToFail.GetType().Name
                    );

                Debug.LogError(errString, firstDuplicatedObjectToFail);
            }

            AssetDatabase.Refresh();

            return(copiedPaths.Select(AssetDatabase.LoadMainAssetAtPath));
        }
예제 #2
0
        internal static void DuplicateSelectedAssets()
        {
            AssetDatabase.Refresh();
            UnityEngine.Object[] objects = Selection.objects;
            bool flag = true;

            UnityEngine.Object[] array = objects;
            for (int i = 0; i < array.Length; i++)
            {
                UnityEngine.Object @object       = array[i];
                AnimationClip      animationClip = @object as AnimationClip;
                if (animationClip == null || (animationClip.hideFlags & HideFlags.NotEditable) == HideFlags.None || !AssetDatabase.Contains(animationClip))
                {
                    flag = false;
                }
            }
            ArrayList arrayList = new ArrayList();
            bool      flag2     = false;

            if (flag)
            {
                UnityEngine.Object[] array2 = objects;
                for (int j = 0; j < array2.Length; j++)
                {
                    UnityEngine.Object object2        = array2[j];
                    AnimationClip      animationClip2 = object2 as AnimationClip;
                    if (animationClip2 != null && (animationClip2.hideFlags & HideFlags.NotEditable) != HideFlags.None)
                    {
                        string path = AssetDatabase.GetAssetPath(object2);
                        path = Path.Combine(Path.GetDirectoryName(path), animationClip2.name) + ".anim";
                        string        text           = AssetDatabase.GenerateUniqueAssetPath(path);
                        AnimationClip animationClip3 = new AnimationClip();
                        EditorUtility.CopySerialized(animationClip2, animationClip3);
                        AssetDatabase.CreateAsset(animationClip3, text);
                        arrayList.Add(text);
                    }
                }
            }
            else
            {
                UnityEngine.Object[] filtered = Selection.GetFiltered(typeof(UnityEngine.Object), SelectionMode.Assets);
                UnityEngine.Object[] array3   = filtered;
                for (int k = 0; k < array3.Length; k++)
                {
                    UnityEngine.Object assetObject = array3[k];
                    string             assetPath   = AssetDatabase.GetAssetPath(assetObject);
                    string             text2       = AssetDatabase.GenerateUniqueAssetPath(assetPath);
                    if (text2.Length != 0)
                    {
                        flag2 |= !AssetDatabase.CopyAsset(assetPath, text2);
                    }
                    else
                    {
                        flag2 |= true;
                    }
                    if (!flag2)
                    {
                        arrayList.Add(text2);
                    }
                }
            }
            AssetDatabase.Refresh();
            UnityEngine.Object[] array4 = new UnityEngine.Object[arrayList.Count];
            for (int l = 0; l < arrayList.Count; l++)
            {
                array4[l] = AssetDatabase.LoadMainAssetAtPath(arrayList[l] as string);
            }
            Selection.objects = array4;
        }
예제 #3
0
        public static Dictionary <Vector2Int, TileBase> ConvertToTileSheet(Dictionary <Vector2Int, UnityEngine.Object> sheet)
        {
            Dictionary <Vector2Int, TileBase> dictionary = new Dictionary <Vector2Int, TileBase>();
            string text = (!ProjectBrowser.s_LastInteractedProjectBrowser) ? "Assets" : ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath();
            Dictionary <Vector2Int, TileBase> result;

            if (sheet.Values.ToList <UnityEngine.Object>().FindAll((UnityEngine.Object obj) => obj is TileBase).Count == sheet.Values.Count)
            {
                foreach (KeyValuePair <Vector2Int, UnityEngine.Object> current in sheet)
                {
                    dictionary.Add(current.Key, current.Value as TileBase);
                }
                result = dictionary;
            }
            else
            {
                TileDragAndDrop.UserTileCreationMode userTileCreationMode = TileDragAndDrop.UserTileCreationMode.Overwrite;
                string text2 = "";
                bool   flag  = sheet.Count > 1;
                if (flag)
                {
                    bool flag2 = false;
                    text2 = EditorUtility.SaveFolderPanel("Generate tiles into folder ", text, "");
                    text2 = FileUtil.GetProjectRelativePath(text2);
                    foreach (UnityEngine.Object current2 in sheet.Values)
                    {
                        if (current2 is Sprite)
                        {
                            string path = FileUtil.CombinePaths(new string[]
                            {
                                text2,
                                string.Format("{0}.{1}", current2.name, TileDragAndDrop.k_TileExtension)
                            });
                            if (File.Exists(path))
                            {
                                flag2 = true;
                                break;
                            }
                        }
                    }
                    if (flag2)
                    {
                        int num = EditorUtility.DisplayDialogComplex("Overwrite?", string.Format("Assets exist at {0}. Do you wish to overwrite existing assets?", text2), "Overwrite", "Create New Copy", "Reuse");
                        if (num != 0)
                        {
                            if (num != 1)
                            {
                                if (num == 2)
                                {
                                    userTileCreationMode = TileDragAndDrop.UserTileCreationMode.Reuse;
                                }
                            }
                            else
                            {
                                userTileCreationMode = TileDragAndDrop.UserTileCreationMode.CreateUnique;
                            }
                        }
                        else
                        {
                            userTileCreationMode = TileDragAndDrop.UserTileCreationMode.Overwrite;
                        }
                    }
                }
                else
                {
                    text2 = EditorUtility.SaveFilePanelInProject("Generate new tile", sheet.Values.First <UnityEngine.Object>().name, TileDragAndDrop.k_TileExtension, "Generate new tile", text);
                }
                if (string.IsNullOrEmpty(text2))
                {
                    result = dictionary;
                }
                else
                {
                    int num2 = 0;
                    EditorUtility.DisplayProgressBar(string.Concat(new object[]
                    {
                        "Generating Tile Assets (",
                        num2,
                        "/",
                        sheet.Count,
                        ")"
                    }), "Generating tiles", 0f);
                    foreach (KeyValuePair <Vector2Int, UnityEngine.Object> current3 in sheet)
                    {
                        string   text3 = "";
                        TileBase tileBase;
                        if (current3.Value is Sprite)
                        {
                            tileBase = TileDragAndDrop.CreateTile(current3.Value as Sprite);
                            text3    = ((!flag) ? text2 : FileUtil.CombinePaths(new string[]
                            {
                                text2,
                                string.Format("{0}.{1}", tileBase.name, TileDragAndDrop.k_TileExtension)
                            }));
                            if (userTileCreationMode != TileDragAndDrop.UserTileCreationMode.CreateUnique)
                            {
                                if (userTileCreationMode != TileDragAndDrop.UserTileCreationMode.Overwrite)
                                {
                                    if (userTileCreationMode == TileDragAndDrop.UserTileCreationMode.Reuse)
                                    {
                                        if (File.Exists(text3))
                                        {
                                            tileBase = AssetDatabase.LoadAssetAtPath <TileBase>(text3);
                                        }
                                        else
                                        {
                                            AssetDatabase.CreateAsset(tileBase, text3);
                                        }
                                    }
                                }
                                else
                                {
                                    AssetDatabase.CreateAsset(tileBase, text3);
                                }
                            }
                            else
                            {
                                if (File.Exists(text3))
                                {
                                    text3 = AssetDatabase.GenerateUniqueAssetPath(text3);
                                }
                                AssetDatabase.CreateAsset(tileBase, text3);
                            }
                        }
                        else
                        {
                            tileBase = (current3.Value as TileBase);
                        }
                        EditorUtility.DisplayProgressBar(string.Concat(new object[]
                        {
                            "Generating Tile Assets (",
                            num2,
                            "/",
                            sheet.Count,
                            ")"
                        }), "Generating " + text3, (float)num2++ / (float)sheet.Count);
                        dictionary.Add(current3.Key, tileBase);
                    }
                    EditorUtility.ClearProgressBar();
                    AssetDatabase.Refresh();
                    result = dictionary;
                }
            }
            return(result);
        }
예제 #4
0
        private void ExtractTexturesGUI()
        {
            using (new EditorGUILayout.HorizontalScope())
            {
                EditorGUILayout.PrefixLabel(Styles.Textures);

                using (
                    new EditorGUI.DisabledScope(!m_HasEmbeddedTextures.boolValue &&
                                                !m_HasEmbeddedTextures.hasMultipleDifferentValues))
                {
                    if (GUILayout.Button(Styles.ExtractEmbeddedTextures))
                    {
                        // when extracting textures, we must handle the case when multiple selected assets could generate textures with the same name at the user supplied path
                        // we proceed as follows:
                        // 1. each asset extracts the textures in a separate temp folder
                        // 2. we remap the extracted assets to the respective asset importer
                        // 3. we generate unique names for each asset and move them to the user supplied path
                        // 4. we re-import all the assets to have the internal materials linked to the newly extracted textures

                        List <Tuple <Object, string> > outputsForTargets = new List <Tuple <Object, string> >();
                        // use the first target for selecting the destination folder, but apply that path for all targets
                        string destinationPath = (target as ModelImporter).assetPath;
                        destinationPath = EditorUtility.SaveFolderPanel("Select Textures Folder",
                                                                        FileUtil.DeleteLastPathNameComponent(destinationPath), "");
                        if (string.IsNullOrEmpty(destinationPath))
                        {
                            // cancel the extraction if the user did not select a folder
                            return;
                        }
                        destinationPath = FileUtil.GetProjectRelativePath(destinationPath);

                        try
                        {
                            // batch the extraction of the textures
                            AssetDatabase.StartAssetEditing();

                            foreach (var t in targets)
                            {
                                var tempPath = FileUtil.GetUniqueTempPathInProject();
                                tempPath = tempPath.Replace("Temp", UnityEditorInternal.InternalEditorUtility.GetAssetsFolder());
                                outputsForTargets.Add(Tuple.Create(t, tempPath));

                                var importer = t as ModelImporter;
                                importer.ExtractTextures(tempPath);
                            }
                        }
                        finally
                        {
                            AssetDatabase.StopAssetEditing();
                        }

                        try
                        {
                            // batch the remapping and the reimport of the assets
                            AssetDatabase.Refresh();
                            AssetDatabase.StartAssetEditing();

                            foreach (var item in outputsForTargets)
                            {
                                var importer = item.Item1 as ModelImporter;

                                var guids = AssetDatabase.FindAssets("t:Texture", new string[] { item.Item2 });

                                foreach (var guid in guids)
                                {
                                    var path = AssetDatabase.GUIDToAssetPath(guid);
                                    var tex  = AssetDatabase.LoadAssetAtPath <Texture>(path);
                                    if (tex == null)
                                    {
                                        continue;
                                    }

                                    importer.AddRemap(new AssetImporter.SourceAssetIdentifier(tex), tex);

                                    var newPath = Path.Combine(destinationPath, FileUtil.UnityGetFileName(path));
                                    newPath = AssetDatabase.GenerateUniqueAssetPath(newPath);
                                    AssetDatabase.MoveAsset(path, newPath);
                                }

                                AssetDatabase.ImportAsset(importer.assetPath, ImportAssetOptions.ForceUpdate);

                                AssetDatabase.DeleteAsset(item.Item2);
                            }
                        }
                        finally
                        {
                            AssetDatabase.StopAssetEditing();
                        }
                    }
                }
            }
        }
        public static Dictionary <Vector2Int, TileBase> ConvertToTileSheet(Dictionary <Vector2Int, Object> sheet)
        {
            Dictionary <Vector2Int, TileBase> result = new Dictionary <Vector2Int, TileBase>();

            string defaultPath = ProjectBrowser.s_LastInteractedProjectBrowser
                ? ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath()
                : "Assets";

            // Early out if all objects are already tiles
            if (sheet.Values.ToList().FindAll(obj => obj is TileBase).Count == sheet.Values.Count)
            {
                foreach (KeyValuePair <Vector2Int, Object> item in sheet)
                {
                    result.Add(item.Key, item.Value as TileBase);
                }
                return(result);
            }

            UserTileCreationMode userTileCreationMode = UserTileCreationMode.Overwrite;
            string path          = "";
            bool   multipleTiles = sheet.Count > 1;

            if (multipleTiles)
            {
                bool userInterventionRequired = false;
                path = EditorUtility.SaveFolderPanel("Generate tiles into folder ", defaultPath, "");
                path = FileUtil.GetProjectRelativePath(path);

                // Check if this will overwrite any existing assets
                foreach (var item in sheet.Values)
                {
                    if (item is Sprite)
                    {
                        var tilePath = FileUtil.CombinePaths(path, String.Format("{0}.{1}", item.name, k_TileExtension));
                        if (File.Exists(tilePath))
                        {
                            userInterventionRequired = true;
                            break;
                        }
                    }
                }
                // There are existing tile assets in the folder with names matching the items to be created
                if (userInterventionRequired)
                {
                    var option = EditorUtility.DisplayDialogComplex("Overwrite?", String.Format("Assets exist at {0}. Do you wish to overwrite existing assets?", path), "Overwrite", "Create New Copy", "Reuse");
                    switch (option)
                    {
                    case 0:     // Overwrite
                    {
                        userTileCreationMode = UserTileCreationMode.Overwrite;
                    }
                    break;

                    case 1:     // Create New Copy
                    {
                        userTileCreationMode = UserTileCreationMode.CreateUnique;
                    }
                    break;

                    case 2:     // Reuse
                    {
                        userTileCreationMode = UserTileCreationMode.Reuse;
                    }
                    break;
                    }
                }
            }
            else
            {
                // Do not check if this will overwrite new tile as user has explicitly selected the file to save to
                path = EditorUtility.SaveFilePanelInProject("Generate new tile", sheet.Values.First().name, k_TileExtension, "Generate new tile", defaultPath);
            }

            if (string.IsNullOrEmpty(path))
            {
                return(result);
            }

            int i = 0;

            EditorUtility.DisplayProgressBar("Generating Tile Assets (" + i + "/" + sheet.Count + ")", "Generating tiles", 0f);
            foreach (KeyValuePair <Vector2Int, Object> item in sheet)
            {
                TileBase tile;
                string   tilePath = "";
                if (item.Value is Sprite)
                {
                    tile     = CreateTile(item.Value as Sprite);
                    tilePath = multipleTiles
                        ? FileUtil.CombinePaths(path, String.Format("{0}.{1}", tile.name, k_TileExtension))
                        : path;
                    switch (userTileCreationMode)
                    {
                    case UserTileCreationMode.CreateUnique:
                    {
                        if (File.Exists(tilePath))
                        {
                            tilePath = AssetDatabase.GenerateUniqueAssetPath(tilePath);
                        }
                        AssetDatabase.CreateAsset(tile, tilePath);
                    }
                    break;

                    case UserTileCreationMode.Overwrite:
                    {
                        AssetDatabase.CreateAsset(tile, tilePath);
                    }
                    break;

                    case UserTileCreationMode.Reuse:
                    {
                        if (File.Exists(tilePath))
                        {
                            tile = AssetDatabase.LoadAssetAtPath <TileBase>(tilePath);
                        }
                        else
                        {
                            AssetDatabase.CreateAsset(tile, tilePath);
                        }
                    }
                    break;
                    }
                }
                else
                {
                    tile = item.Value as TileBase;
                }
                EditorUtility.DisplayProgressBar("Generating Tile Assets (" + i + "/" + sheet.Count + ")", "Generating " + tilePath, (float)i++ / sheet.Count);
                result.Add(item.Key, tile);
            }
            EditorUtility.ClearProgressBar();

            AssetDatabase.Refresh();
            return(result);
        }
예제 #6
0
        internal static void DuplicateSelectedAssets()
        {
            AssetDatabase.Refresh();
            UnityEngine.Object[] objects = Selection.objects;
            bool flag = true;

            foreach (UnityEngine.Object obj2 in objects)
            {
                AnimationClip clip = obj2 as AnimationClip;
                if (((clip == null) || ((clip.hideFlags & HideFlags.NotEditable) == HideFlags.None)) || !AssetDatabase.Contains(clip))
                {
                    flag = false;
                }
            }
            ArrayList list  = new ArrayList();
            bool      flag2 = false;

            if (flag)
            {
                foreach (UnityEngine.Object obj3 in objects)
                {
                    AnimationClip source = obj3 as AnimationClip;
                    if ((source != null) && ((source.hideFlags & HideFlags.NotEditable) != HideFlags.None))
                    {
                        string        path = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(Path.GetDirectoryName(AssetDatabase.GetAssetPath(obj3)), source.name) + ".anim");
                        AnimationClip dest = new AnimationClip();
                        EditorUtility.CopySerialized(source, dest);
                        AssetDatabase.CreateAsset(dest, path);
                        list.Add(path);
                    }
                }
            }
            else
            {
                UnityEngine.Object[] filtered = Selection.GetFiltered(typeof(UnityEngine.Object), UnityEditor.SelectionMode.Assets);
                foreach (UnityEngine.Object obj4 in filtered)
                {
                    string assetPath = AssetDatabase.GetAssetPath(obj4);
                    string newPath   = AssetDatabase.GenerateUniqueAssetPath(assetPath);
                    if (newPath.Length != 0)
                    {
                        flag2 |= !AssetDatabase.CopyAsset(assetPath, newPath);
                    }
                    else
                    {
                        flag2 |= true;
                    }
                    if (!flag2)
                    {
                        list.Add(newPath);
                    }
                }
            }
            AssetDatabase.Refresh();
            UnityEngine.Object[] objArray6 = new UnityEngine.Object[list.Count];
            for (int i = 0; i < list.Count; i++)
            {
                objArray6[i] = AssetDatabase.LoadMainAssetAtPath(list[i] as string);
            }
            Selection.objects = objArray6;
        }
예제 #7
0
        private void BakeCustomReflectionProbe(ReflectionProbe probe, bool usePreviousAssetPath)
        {
            string str1 = string.Empty;

            if (usePreviousAssetPath)
            {
                str1 = AssetDatabase.GetAssetPath((UnityEngine.Object)probe.customBakedTexture);
            }
            string extension = !probe.hdr ? "png" : "exr";

            if (string.IsNullOrEmpty(str1) || Path.GetExtension(str1) != "." + extension)
            {
                string str2 = FileUtil.GetPathWithoutExtension(SceneManager.GetActiveScene().path);
                if (string.IsNullOrEmpty(str2))
                {
                    str2 = "Assets";
                }
                else if (!Directory.Exists(str2))
                {
                    Directory.CreateDirectory(str2);
                }
                string path2 = probe.name + (!probe.hdr ? "-reflection" : "-reflectionHDR") + "." + extension;
                str1 = EditorUtility.SaveFilePanelInProject("Save reflection probe's cubemap.", Path.GetFileNameWithoutExtension(AssetDatabase.GenerateUniqueAssetPath(Path.Combine(str2, path2))), extension, string.Empty, str2);
                ReflectionProbe collidingProbe;
                if (string.IsNullOrEmpty(str1) || this.IsCollidingWithOtherProbes(str1, probe, out collidingProbe) && !EditorUtility.DisplayDialog("Cubemap is used by other reflection probe", string.Format("'{0}' path is used by the game object '{1}', do you really want to overwrite it?", (object)str1, (object)collidingProbe.name), "Yes", "No"))
                {
                    return;
                }
            }
            EditorUtility.DisplayProgressBar("Reflection Probes", "Baking " + str1, 0.5f);
            if (!Lightmapping.BakeReflectionProbe(probe, str1))
            {
                Debug.LogError((object)("Failed to bake reflection probe to " + str1));
            }
            EditorUtility.ClearProgressBar();
        }
예제 #8
0
 private void ExtractTexturesGUI()
 {
     using (new EditorGUILayout.HorizontalScope(new GUILayoutOption[0]))
     {
         EditorGUILayout.PrefixLabel(ModelImporterMaterialEditor.Styles.Textures);
         using (new EditorGUI.DisabledScope(!this.m_HasEmbeddedTextures.boolValue && !this.m_HasEmbeddedTextures.hasMultipleDifferentValues))
         {
             if (GUILayout.Button(ModelImporterMaterialEditor.Styles.ExtractEmbeddedTextures, new GUILayoutOption[0]))
             {
                 List <Tuple <UnityEngine.Object, string> > list = new List <Tuple <UnityEngine.Object, string> >();
                 string text = (base.target as ModelImporter).assetPath;
                 text = EditorUtility.SaveFolderPanel("Select Textures Folder", FileUtil.DeleteLastPathNameComponent(text), "");
                 if (!string.IsNullOrEmpty(text))
                 {
                     text = FileUtil.GetProjectRelativePath(text);
                     try
                     {
                         AssetDatabase.StartAssetEditing();
                         UnityEngine.Object[] targets = base.targets;
                         for (int i = 0; i < targets.Length; i++)
                         {
                             UnityEngine.Object @object = targets[i];
                             string             text2   = FileUtil.GetUniqueTempPathInProject();
                             text2 = text2.Replace("Temp", InternalEditorUtility.GetAssetsFolder());
                             list.Add(Tuple.Create <UnityEngine.Object, string>(@object, text2));
                             ModelImporter modelImporter = @object as ModelImporter;
                             modelImporter.ExtractTextures(text2);
                         }
                     }
                     finally
                     {
                         AssetDatabase.StopAssetEditing();
                     }
                     try
                     {
                         AssetDatabase.Refresh();
                         AssetDatabase.StartAssetEditing();
                         foreach (Tuple <UnityEngine.Object, string> current in list)
                         {
                             ModelImporter modelImporter2 = current.Item1 as ModelImporter;
                             string[]      array          = AssetDatabase.FindAssets("t:Texture", new string[]
                             {
                                 current.Item2
                             });
                             string[] array2 = array;
                             for (int j = 0; j < array2.Length; j++)
                             {
                                 string  guid    = array2[j];
                                 string  text3   = AssetDatabase.GUIDToAssetPath(guid);
                                 Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(text3);
                                 if (!(texture == null))
                                 {
                                     modelImporter2.AddRemap(new AssetImporter.SourceAssetIdentifier(texture), texture);
                                     string text4 = Path.Combine(text, FileUtil.UnityGetFileName(text3));
                                     text4 = AssetDatabase.GenerateUniqueAssetPath(text4);
                                     AssetDatabase.MoveAsset(text3, text4);
                                 }
                             }
                             AssetDatabase.ImportAsset(modelImporter2.assetPath, ImportAssetOptions.ForceUpdate);
                             AssetDatabase.DeleteAsset(current.Item2);
                         }
                     }
                     finally
                     {
                         AssetDatabase.StopAssetEditing();
                     }
                 }
             }
         }
     }
 }
        public bool BeginNewAssetCreation(int instanceID, EndNameEditAction newAssetEndAction, string filePath, Texture2D icon, string newAssetResourceFile)
        {
            string filePath1 = filePath.StartsWith("assets/", StringComparison.CurrentCultureIgnoreCase) ? AssetDatabase.GenerateUniqueAssetPath(filePath) : AssetDatabase.GetUniquePathNameAtSelectedPath(filePath);

            if (!CreateAssetUtility.IsPathDataValid(filePath1))
            {
                Debug.LogErrorFormat("Invalid generated unique path '{0}' (input path '{1}')", new object[2]
                {
                    (object)filePath1,
                    (object)filePath
                });
                this.Clear();
                return(false);
            }
            this.m_InstanceID      = instanceID;
            this.m_Path            = filePath1;
            this.m_Icon            = icon;
            this.m_EndAction       = newAssetEndAction;
            this.m_ResourceFile    = newAssetResourceFile;
            Selection.activeObject = EditorUtility.InstanceIDToObject(instanceID);
            return(true);
        }