Exemplo n.º 1
0
        public void Run(string nodeId, string labelToNext, Dictionary <string, List <InternalAssetData> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <InternalAssetData> >, List <string> > Output)
        {
            var usedCache = new List <string>();

            var outputDict = new Dictionary <string, List <InternalAssetData> >();


            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.MODIFIER_SAMPLING_PLACE, nodeId);

            var sampleAssetPath = string.Empty;

            ValidateModifierSample(samplingDirectoryPath,
                                   (string noSampleFolder) => {
                Debug.LogWarning("modifierSetting:" + noSampleFolder);
            },
                                   (string noSampleFile) => {
                throw new Exception("modifierSetting error:" + noSampleFile);
            },
                                   (string samplePath) => {
                Debug.Log("using modifier setting:" + samplePath);
                sampleAssetPath = samplePath;
            },
                                   (string tooManysample) => {
                throw new Exception("modifierSetting error:" + tooManysample);
            }
                                   );

            if (groupedSources.Keys.Count == 0)
            {
                return;
            }

            var the1stGroupKey = groupedSources.Keys.ToList()[0];


            // shrink group to 1 group.
            if (1 < groupedSources.Keys.Count)
            {
                Debug.LogWarning("modifierSetting shrinking group to \"" + the1stGroupKey + "\" forcely.");
            }

            var inputSources = new List <InternalAssetData>();

            foreach (var groupKey in groupedSources.Keys)
            {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var importSetOveredAssetsAndUpdatedFlagDict = new Dictionary <InternalAssetData, bool>();

            /*
             *      check file & setting.
             *      if need, apply modifierSetting to file.
             */
            {
                var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
                var effector = new InternalSamplingImportEffector(samplingAssetImporter);
                {
                    foreach (var inputSource in inputSources)
                    {
                        var importer = AssetImporter.GetAtPath(inputSource.importedPath);

                        /*
                         *      compare type of import setting effector.
                         */
                        var importerTypeStr = importer.GetType().ToString();

                        if (importerTypeStr != samplingAssetImporter.GetType().ToString())
                        {
                            // mismatched target will be ignored. but already imported.
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;
                            continue;
                        }
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;

                        /*
                         *      kind of importer is matched.
                         *      check setting then apply setting or no changed.
                         */
                        switch (importerTypeStr)
                        {
                        case "UnityEditor.AssetImporter": {                                // materials and others... assets which are generated in Unity.
                            // Modifier is under development. do nothing in this node yet.



                            // importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                            break;
                        }

                        default: {
                            throw new Exception("unhandled modifier type:" + importerTypeStr);
                        }
                        }
                    }
                }
            }


            /*
             *      inputSetting sequence is over.
             */

            var outputSources = new List <InternalAssetData>();


            foreach (var inputAsset in inputSources)
            {
                var updated = importSetOveredAssetsAndUpdatedFlagDict[inputAsset];
                if (!updated)
                {
                    // already set completed.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        false,                        // not changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
                else
                {
                    // updated asset.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        true,                        // changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, labelToNext, outputDict, usedCache);
        }
Exemplo n.º 2
0
        public void Run(string nodeId, string labelToNext, Dictionary <string, List <InternalAssetData> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <InternalAssetData> >, List <string> > Output)
        {
            var usedCache = new List <string>();

            var outputDict = new Dictionary <string, List <InternalAssetData> >();


            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.IMPORTER_SAMPLING_PLACE, nodeId);

            var sampleAssetPath = string.Empty;

            ValidateImportSample(samplingDirectoryPath,
                                 (string noSampleFolder) => {
                Debug.LogWarning("importSetting:" + noSampleFolder);
            },
                                 (string noSampleFile) => {
                throw new Exception("importSetting error:" + noSampleFile);
            },
                                 (string samplePath) => {
                Debug.Log("using import setting:" + samplePath);
                sampleAssetPath = samplePath;
            },
                                 (string tooManysample) => {
                throw new Exception("importSetting error:" + tooManysample);
            }
                                 );

            if (groupedSources.Keys.Count == 0)
            {
                return;
            }

            var the1stGroupKey = groupedSources.Keys.ToList()[0];


            // shrink group to 1 group.
            if (1 < groupedSources.Keys.Count)
            {
                Debug.LogWarning("importSetting shrinking group to \"" + the1stGroupKey + "\" forcely.");
            }

            var inputSources = new List <InternalAssetData>();

            foreach (var groupKey in groupedSources.Keys)
            {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var importSetOveredAssetsAndUpdatedFlagDict = new Dictionary <InternalAssetData, bool>();

            /*
             *      check file & setting.
             *      if need, apply importSetting to file.
             */
            var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
            var effector = new InternalSamplingImportEffector(samplingAssetImporter);
            var samplingAssetImporterTypeStr = samplingAssetImporter.GetType().ToString();

            foreach (var inputSource in inputSources)
            {
                var importer = AssetImporter.GetAtPath(inputSource.importedPath);

                /*
                 *      compare type of import setting effector.
                 */
                var importerTypeStr = importer.GetType().ToString();


                if (importerTypeStr != samplingAssetImporterTypeStr)
                {
                    throw new OnNodeException("for each importerSetting should be only treat 1 import setting. current import setting type of this node is:" + samplingAssetImporterTypeStr + " inputted error file path:" + inputSource.importedPath, nodeId);
                }

                importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;

                /*
                 *      kind of importer is matched.
                 *      check setting then apply setting or no changed.
                 */
                switch (importerTypeStr)
                {
                case "UnityEditor.TextureImporter": {
                    var texImporter = importer as TextureImporter;
                    var same        = InternalSamplingImportEffector.IsSameTextureSetting(texImporter, samplingAssetImporter as TextureImporter);

                    if (!same)
                    {
                        effector.ForceOnPreprocessTexture(texImporter);
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                    }
                    break;
                }

                case "UnityEditor.ModelImporter": {
                    var modelImporter = importer as ModelImporter;
                    var same          = InternalSamplingImportEffector.IsSameModelSetting(modelImporter, samplingAssetImporter as ModelImporter);
                    var data          = AssetDatabase.LoadAssetAtPath(inputSource.importedPath, inputSource.assetType);

                    if (!same)
                    {
                        effector.ForceOnPreprocessModel(modelImporter);
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                    }
                    break;
                }

                case "UnityEditor.AudioImporter": {
                    var audioImporter = importer as AudioImporter;
                    var same          = InternalSamplingImportEffector.IsSameAudioSetting(audioImporter, samplingAssetImporter as AudioImporter);

                    if (!same)
                    {
                        effector.ForceOnPreprocessAudio(audioImporter);
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                    }
                    break;
                }

                default: {
                    throw new OnNodeException("unhandled importer type:" + importerTypeStr, nodeId);
                }
                }
            }


            /*
             *      inputSetting sequence is over.
             */

            var outputSources = new List <InternalAssetData>();


            foreach (var inputAsset in inputSources)
            {
                var updated = importSetOveredAssetsAndUpdatedFlagDict[inputAsset];
                if (!updated)
                {
                    // already set completed.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        false,                        // not changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
                else
                {
                    // updated asset.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        true,                        // changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, labelToNext, outputDict, usedCache);
        }
        public void Run(string nodeId, string labelToNext, Dictionary<string, List<InternalAssetData>> groupedSources, List<string> alreadyCached, Action<string, string, Dictionary<string, List<InternalAssetData>>, List<string>> Output)
        {
            var usedCache = new List<string>();

            var outputDict = new Dictionary<string, List<InternalAssetData>>();

            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.IMPORTER_SAMPLING_PLACE, nodeId);

            var sampleAssetPath = string.Empty;
            ValidateImportSample(samplingDirectoryPath,
                (string noSampleFolder) => {
                    Debug.LogWarning("importSetting:" + noSampleFolder);
                },
                (string noSampleFile) => {
                    throw new Exception("importSetting error:" + noSampleFile);
                },
                (string samplePath) => {
                    Debug.Log("using import setting:" + samplePath);
                    sampleAssetPath = samplePath;
                },
                (string tooManysample) => {
                    throw new Exception("importSetting error:" + tooManysample);
                }
            );

            if (groupedSources.Keys.Count == 0) return;

            var the1stGroupKey = groupedSources.Keys.ToList()[0];

            // shrink group to 1 group.
            if (1 < groupedSources.Keys.Count) Debug.LogWarning("importSetting shrinking group to \"" + the1stGroupKey + "\" forcely.");

            var inputSources = new List<InternalAssetData>();
            foreach (var groupKey in groupedSources.Keys) {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var importSetOveredAssetsAndUpdatedFlagDict = new Dictionary<InternalAssetData, bool>();

            /*
                check file & setting.
                if need, apply importSetting to file.
            */
            var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
            var effector = new InternalSamplingImportEffector(samplingAssetImporter);
            var samplingAssetImporterTypeStr = samplingAssetImporter.GetType().ToString();

            foreach (var inputSource in inputSources) {
                var importer = AssetImporter.GetAtPath(inputSource.importedPath);

                /*
                    compare type of import setting effector.
                */
                var importerTypeStr = importer.GetType().ToString();

                if (importerTypeStr != samplingAssetImporterTypeStr) {
                    throw new OnNodeException("for each importerSetting should be only treat 1 import setting. current import setting type of this node is:" + samplingAssetImporterTypeStr + " inputted error file path:" + inputSource.importedPath, nodeId);
                }

                importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;
                /*
                    kind of importer is matched.
                    check setting then apply setting or no changed.
                */
                switch (importerTypeStr) {
                    case "UnityEditor.TextureImporter": {
                        var texImporter = importer as TextureImporter;
                        var same = InternalSamplingImportEffector.IsSameTextureSetting(texImporter, samplingAssetImporter as TextureImporter);

                        if (!same) {
                            effector.ForceOnPreprocessTexture(texImporter);
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                        }
                        break;
                    }
                    case "UnityEditor.ModelImporter": {
                        var modelImporter = importer as ModelImporter;
                        var same = InternalSamplingImportEffector.IsSameModelSetting(modelImporter, samplingAssetImporter as ModelImporter);
                        var data = AssetDatabase.LoadAssetAtPath(inputSource.importedPath, inputSource.assetType);

                        if (!same) {
                            effector.ForceOnPreprocessModel(modelImporter);
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                        }
                        break;
                    }
                    case "UnityEditor.AudioImporter": {
                        var audioImporter = importer as AudioImporter;
                        var same = InternalSamplingImportEffector.IsSameAudioSetting(audioImporter, samplingAssetImporter as AudioImporter);

                        if (!same) {
                            effector.ForceOnPreprocessAudio(audioImporter);
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                        }
                        break;
                    }

                    default: {
                        throw new OnNodeException("unhandled importer type:" + importerTypeStr, nodeId);
                    }
                }
            }

            /*
                inputSetting sequence is over.
            */

            var outputSources = new List<InternalAssetData>();

            foreach (var inputAsset in inputSources) {
                var updated = importSetOveredAssetsAndUpdatedFlagDict[inputAsset];
                if (!updated) {
                    // already set completed.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        false,// not changed.
                        false
                    );
                    outputSources.Add(newInternalAssetData);
                } else {
                    // updated asset.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        true,// changed.
                        false
                    );
                    outputSources.Add(newInternalAssetData);
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, labelToNext, outputDict, usedCache);
        }
        public void Run(string nodeName, string nodeId, string connectionIdToNextNode, Dictionary <string, List <Asset> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <Asset> >, List <string> > Output)
        {
            var usedCache = new List <string>();

            var outputDict = new Dictionary <string, List <Asset> >();


            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileUtility.PathCombine(AssetBundleGraphSettings.IMPORTER_SETTINGS_PLACE, nodeId);

            var sampleAssetPath = string.Empty;

            ValidateImportSample(samplingDirectoryPath,
                                 (string samplePath) => {
                throw new AssetBundleGraphBuildException(nodeName + ": No ImportSettings Directory found for this node:" + nodeName + " please supply assets to this node.");
            },
                                 (string samplePath) => {
                throw new AssetBundleGraphBuildException(nodeName + ": No saved ImportSettings found for asset:" + samplePath);
            },
                                 (string samplePath) => {
                sampleAssetPath = samplePath;
            },
                                 (string samplePath) => {
                throw new AssetBundleGraphBuildException(nodeName + ": Too many ImportSettings found. please open editor and resolve issue:" + samplePath);
            }
                                 );

            if (groupedSources.Keys.Count == 0)
            {
                return;
            }

            var the1stGroupKey = groupedSources.Keys.ToList()[0];


            // ImportSetting merges multiple incoming groups into one, so warn this
            if (1 < groupedSources.Keys.Count)
            {
                Debug.LogWarning(nodeName + " ImportSetting merges incoming group into \"" + groupedSources.Keys.ToList()[0]);
            }

            var inputSources = new List <Asset>();

            foreach (var groupKey in groupedSources.Keys)
            {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var assetImportSettingUpdateMap = new Dictionary <Asset, bool>();

            /*
             *      check file & setting.
             *      if need, apply importSetting to file.
             */
            var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
            var effector = new InternalSamplingImportEffector(samplingAssetImporter);

            foreach (var asset in inputSources)
            {
                var importer = AssetImporter.GetAtPath(asset.importFrom);

                if (samplingAssetImporter.GetType() != importer.GetType())
                {
                    throw new NodeException("for each importerSetting should be only treat 1 import setting. current import setting type of this node is:" +
                                            samplingAssetImporter.GetType().ToString() + " for file:" + asset.importFrom, nodeId);
                }

                assetImportSettingUpdateMap[asset] = false;

                /*
                 *      Apply ImporterSettings' preserved settings, and record if anything changed
                 */
                switch (importer.GetType().ToString())
                {
                case "UnityEditor.TextureImporter": {
                    var texImporter = importer as TextureImporter;
                    var same        = InternalSamplingImportEffector.IsSameTextureSetting(texImporter, samplingAssetImporter as TextureImporter);

                    if (!same)
                    {
                        effector.ForceOnPreprocessTexture(texImporter);
                        assetImportSettingUpdateMap[asset] = true;
                    }
                    break;
                }

                case "UnityEditor.ModelImporter": {
                    var modelImporter = importer as ModelImporter;
                    var same          = InternalSamplingImportEffector.IsSameModelSetting(modelImporter, samplingAssetImporter as ModelImporter);

                    if (!same)
                    {
                        effector.ForceOnPreprocessModel(modelImporter);
                        assetImportSettingUpdateMap[asset] = true;
                    }
                    break;
                }

                case "UnityEditor.AudioImporter": {
                    var audioImporter = importer as AudioImporter;
                    var same          = InternalSamplingImportEffector.IsSameAudioSetting(audioImporter, samplingAssetImporter as AudioImporter);

                    if (!same)
                    {
                        effector.ForceOnPreprocessAudio(audioImporter);
                        assetImportSettingUpdateMap[asset] = true;
                    }
                    break;
                }

                default: {
                    throw new NodeException("unhandled importer type:" + importer.GetType().ToString(), nodeId);
                }
                }
            }


            var outputSources = new List <Asset>();

            foreach (var asset in inputSources)
            {
                var updated = assetImportSettingUpdateMap[asset];
                if (!updated)
                {
                    // already set completed.
                    outputSources.Add(
                        Asset.CreateNewAssetWithImportPathAndStatus(
                            asset.importFrom,
                            false,                            // isNew not changed.
                            false
                            )
                        );
                }
                else
                {
                    // updated asset.
                    outputSources.Add(
                        Asset.CreateNewAssetWithImportPathAndStatus(
                            asset.importFrom,
                            true,                            // isNew changed.
                            false
                            )
                        );
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, connectionIdToNextNode, outputDict, usedCache);
        }
Exemplo n.º 5
0
        public void Run(string nodeId, string labelToNext, Dictionary <string, List <InternalAssetData> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <InternalAssetData> >, List <string> > Output)
        {
            var usedCache = new List <string>();

            var outputDict = new Dictionary <string, List <InternalAssetData> >();


            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.MODIFIER_SAMPLING_PLACE, nodeId);

            var sampleAssetPath = string.Empty;

            ValidateModifierSample(samplingDirectoryPath,
                                   (string noSampleFolder) => {
                Debug.LogWarning("modifierSetting:" + noSampleFolder);
            },
                                   (string noSampleFile) => {
                throw new Exception("modifierSetting error:" + noSampleFile);
            },
                                   (string samplePath) => {
                Debug.Log("using modifier setting:" + samplePath);
                sampleAssetPath = samplePath;
            },
                                   (string tooManysample) => {
                throw new Exception("modifierSetting error:" + tooManysample);
            }
                                   );

            if (groupedSources.Keys.Count == 0)
            {
                return;
            }

            var the1stGroupKey = groupedSources.Keys.ToList()[0];


            // shrink group to 1 group.
            if (1 < groupedSources.Keys.Count)
            {
                Debug.LogWarning("modifierSetting shrinking group to \"" + the1stGroupKey + "\" forcely.");
            }

            var inputSources = new List <InternalAssetData>();

            foreach (var groupKey in groupedSources.Keys)
            {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var importSetOveredAssetsAndUpdatedFlagDict = new Dictionary <InternalAssetData, bool>();

            /*
             *      check file & setting.
             *      if need, apply modifierSetting to file.
             */
            {
                var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
                var effector = new InternalSamplingImportEffector(samplingAssetImporter);
                {
                    foreach (var inputSource in inputSources)
                    {
                        var importer = AssetImporter.GetAtPath(inputSource.importedPath);

                        /*
                         *      compare type of import setting effector.
                         */
                        var importerTypeStr = importer.GetType().ToString();

                        if (importerTypeStr != samplingAssetImporter.GetType().ToString())
                        {
                            // mismatched target will be ignored. but already imported.
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;
                            continue;
                        }
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;

                        /*
                         *      kind of importer is matched.
                         *      check setting then apply setting or no changed.
                         */
                        switch (importerTypeStr)
                        {
                        case "UnityEditor.AssetImporter": {                                // materials and others... assets which are generated in Unity.
                            var assetType = inputSource.assetType.ToString();
                            switch (assetType)
                            {
                            case "UnityEngine.Material": {
                                // 判別はできるんだけど、このあとどうしたもんか。ロードしなきゃいけない + loadしてもなんかグローバルなプロパティだけ比較とかそういうのかなあ、、

                                // var materialInstance = AssetDatabase.LoadAssetAtPath(inputSource.importedPath, inputSource.assetType) as Material;// 型を指定してロードしないといけないので、ここのコードのようにswitchに落としたほうが良さそう。
                                // var s = materialInstance.globalIlluminationFlags;// グローバルなプロパティ、リフレクションで列挙できそうではあるけど、、、

                                break;
                            }

                            default: {
                                Debug.LogError("unsupported type. assetType:" + assetType);
                                break;
                            }
                            }

                            /*
                             *      試しにserializeして云々してみる
                             */
                            var assetInstance    = AssetDatabase.LoadAssetAtPath(inputSource.importedPath, inputSource.assetType) as Material;                                 // ここの型が露出しちゃうのやばい
                            var serializedObject = new UnityEditor.SerializedObject(assetInstance);

                            var itr = serializedObject.GetIterator();
                            itr.NextVisible(true);
                            // Debug.LogError("0 itr:" + itr.propertyPath + " displayName:" + itr.displayName + " name:" + itr.name + " type:" + itr.type);

                            // while (itr.NextVisible(true)) {
                            //  Debug.LogError("~ itr:" + itr.propertyPath + " displayName:" + itr.displayName + " name:" + itr.name + " type:" + itr.type);
                            // }

                            /*
                             *      このへんのログはこんな感じになる。
                             *
                             * 0 itr:m_Shader displayName:Shader name:m_Shader type:PPtr<Shader>
                             * ~ itr:m_ShaderKeywords displayName:Shader Keywords name:m_ShaderKeywords type:string
                             * ~ itr:m_LightmapFlags displayName:Lightmap Flags name:m_LightmapFlags type:uint
                             * ~ itr:m_CustomRenderQueue displayName:Custom Render Queue name:m_CustomRenderQueue type:int
                             * ~ itr:stringTagMap displayName:String Tag Map name:stringTagMap type:map
                             * ~ itr:stringTagMap.Array.size displayName:Size name:size type:ArraySize
                             * ~ itr:m_SavedProperties displayName:Saved Properties name:m_SavedProperties type:UnityPropertySheet
                             * ~ itr:m_SavedProperties.m_TexEnvs displayName:Tex Envs name:m_TexEnvs type:map
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.size displayName:Size name:size type:ArraySize
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0] displayName:Element 0 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[0].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1] displayName:Element 1 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[1].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2] displayName:Element 2 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[2].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3] displayName:Element 3 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[3].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4] displayName:Element 4 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[4].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5] displayName:Element 5 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[5].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6] displayName:Element 6 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[6].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7] displayName:Element 7 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[7].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8] displayName:Element 8 name:data type:pair
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second displayName:Second name:second type:UnityTexEnv
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Texture displayName:Texture name:m_Texture type:PPtr<Texture>
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Scale displayName:Scale name:m_Scale type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Scale.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Scale.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Offset displayName:Offset name:m_Offset type:Vector2
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Offset.x displayName:X name:x type:float
                             * ~ itr:m_SavedProperties.m_TexEnvs.Array.data[8].second.m_Offset.y displayName:Y name:y type:float
                             * ~ itr:m_SavedProperties.m_Floats displayName:Floats name:m_Floats type:map
                             * ~ itr:m_SavedProperties.m_Floats.Array.size displayName:Size name:size type:ArraySize
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[0] displayName:Element 0 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[0].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[0].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[0].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[1] displayName:Element 1 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[1].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[1].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[1].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[2] displayName:Element 2 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[2].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[2].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[2].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[3] displayName:Element 3 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[3].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[3].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[3].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[4] displayName:Element 4 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[4].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[4].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[4].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[5] displayName:Element 5 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[5].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[5].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[5].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[6] displayName:Element 6 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[6].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[6].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[6].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[7] displayName:Element 7 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[7].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[7].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[7].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[8] displayName:Element 8 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[8].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[8].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[8].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[9] displayName:Element 9 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[9].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[9].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[9].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[10] displayName:Element 10 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[10].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[10].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[10].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[11] displayName:Element 11 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[11].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[11].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Floats.Array.data[11].second displayName:Second name:second type:float
                             * ~ itr:m_SavedProperties.m_Colors displayName:Colors name:m_Colors type:map
                             * ~ itr:m_SavedProperties.m_Colors.Array.size displayName:Size name:size type:ArraySize
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[0] displayName:Element 0 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[0].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[0].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[0].second displayName:Second name:second type:Color
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[1] displayName:Element 1 name:data type:pair
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[1].first displayName:First name:first type:FastPropertyName
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[1].first.name displayName:Name name:name type:string
                             * ~ itr:m_SavedProperties.m_Colors.Array.data[1].second displayName:Second name:second type:Color
                             *
                             */



                            // もしサンプルとの差があれば、この素材には変更があったものとして、関連するPrefabの作成時にprefabのキャッシュを消すとかする。
                            // if (!same) {
                            //  effector.ForceOnPreprocessTexture(texImporter);
                            //  importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                            // }

                            // とりあえず決め打ちで、変化があったものとしてみなす。デバッグ中。
                            Debug.LogError("modifierは、現状「通過した素材の設定が変更されてるかどうか把握できない」ので、常に新規扱いになっている。そのため、このファイルと、このファイルを使ったpredab生成が常に新作になり、キャッシュが効かないようになっている。");
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                            break;
                        }

                        default: {
                            throw new Exception("unhandled modifier type:" + importerTypeStr);
                        }
                        }
                    }
                }
            }


            /*
             *      inputSetting sequence is over.
             */

            var outputSources = new List <InternalAssetData>();


            foreach (var inputAsset in inputSources)
            {
                var updated = importSetOveredAssetsAndUpdatedFlagDict[inputAsset];
                if (!updated)
                {
                    // already set completed.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        false,                        // not changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
                else
                {
                    // updated asset.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        true,                        // changed.
                        false
                        );
                    outputSources.Add(newInternalAssetData);
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, labelToNext, outputDict, usedCache);
        }
Exemplo n.º 6
0
        public void Run(string nodeId, string labelToNext, Dictionary<string, List<InternalAssetData>> groupedSources, List<string> alreadyCached, Action<string, string, Dictionary<string, List<InternalAssetData>>, List<string>> Output)
        {
            var usedCache = new List<string>();

            var outputDict = new Dictionary<string, List<InternalAssetData>>();

            // caution if import setting file is exists already or not.
            var samplingDirectoryPath = FileController.PathCombine(AssetBundleGraphSettings.MODIFIER_SAMPLING_PLACE, nodeId);

            var sampleAssetPath = string.Empty;
            ValidateModifierSample(samplingDirectoryPath,
                (string noSampleFolder) => {
                    Debug.LogWarning("modifierSetting:" + noSampleFolder);
                },
                (string noSampleFile) => {
                    throw new Exception("modifierSetting error:" + noSampleFile);
                },
                (string samplePath) => {
                    Debug.Log("using modifier setting:" + samplePath);
                    sampleAssetPath = samplePath;
                },
                (string tooManysample) => {
                    throw new Exception("modifierSetting error:" + tooManysample);
                }
            );

            if (groupedSources.Keys.Count == 0) return;

            var the1stGroupKey = groupedSources.Keys.ToList()[0];

            // shrink group to 1 group.
            if (1 < groupedSources.Keys.Count) Debug.LogWarning("modifierSetting shrinking group to \"" + the1stGroupKey + "\" forcely.");

            var inputSources = new List<InternalAssetData>();
            foreach (var groupKey in groupedSources.Keys) {
                inputSources.AddRange(groupedSources[groupKey]);
            }

            var importSetOveredAssetsAndUpdatedFlagDict = new Dictionary<InternalAssetData, bool>();

            /*
                check file & setting.
                if need, apply modifierSetting to file.
            */
            {
                var samplingAssetImporter = AssetImporter.GetAtPath(sampleAssetPath);
                var effector = new InternalSamplingImportEffector(samplingAssetImporter);
                {
                    foreach (var inputSource in inputSources) {
                        var importer = AssetImporter.GetAtPath(inputSource.importedPath);

                        /*
                            compare type of import setting effector.
                        */
                        var importerTypeStr = importer.GetType().ToString();

                        if (importerTypeStr != samplingAssetImporter.GetType().ToString()) {
                            // mismatched target will be ignored. but already imported.
                            importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;
                            continue;
                        }
                        importSetOveredAssetsAndUpdatedFlagDict[inputSource] = false;

                        /*
                            kind of importer is matched.
                            check setting then apply setting or no changed.
                        */
                        switch (importerTypeStr) {
                            case "UnityEditor.AssetImporter": {// materials and others... assets which are generated in Unity.

                                // Modifier is under development. do nothing in this node yet.

                                // importSetOveredAssetsAndUpdatedFlagDict[inputSource] = true;
                                break;
                            }
                            default: {
                                throw new Exception("unhandled modifier type:" + importerTypeStr);
                            }
                        }
                    }
                }
            }

            /*
                inputSetting sequence is over.
            */

            var outputSources = new List<InternalAssetData>();

            foreach (var inputAsset in inputSources) {
                var updated = importSetOveredAssetsAndUpdatedFlagDict[inputAsset];
                if (!updated) {
                    // already set completed.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        false,// not changed.
                        false
                    );
                    outputSources.Add(newInternalAssetData);
                } else {
                    // updated asset.
                    var newInternalAssetData = InternalAssetData.InternalAssetDataGeneratedByImporterOrModifierOrPrefabricator(
                        inputAsset.importedPath,
                        AssetDatabase.AssetPathToGUID(inputAsset.importedPath),
                        AssetBundleGraphInternalFunctions.GetAssetType(inputAsset.importedPath),
                        true,// changed.
                        false
                    );
                    outputSources.Add(newInternalAssetData);
                }
            }

            outputDict[the1stGroupKey] = outputSources;

            Output(nodeId, labelToNext, outputDict, usedCache);
        }