Пример #1
0
        static public void SavePrefabBuildInfo(string buildPath, PrefabBuilder builder, Model.NodeData node, BuildTarget target, string groupKey, List <AssetReference> assets)
        {
            var prefabCacheDir = FileUtility.EnsureCacheDirExists(target, node, PrefabBuilder.kCacheDirName);
            var buildInfoPath  = FileUtility.PathCombine(prefabCacheDir, groupKey + ".asset");

            var version = PrefabBuilderUtility.GetPrefabBuilderVersion(builder.Builder.ClassName);

            var buildInfo = ScriptableObject.CreateInstance <PrefabBuildInfo>();

            buildInfo.Initialize(buildPath, groupKey, builder.Builder.ClassName, builder.Builder[target], version, builder.Options, assets);

            AssetDatabase.CreateAsset(buildInfo, buildInfoPath);
        }
Пример #2
0
        public override void OnInspectorGUI(NodeGUI node, AssetReferenceStreamManager streamManager, NodeGUIEditor editor, Action onValueChanged)
        {
            EditorGUILayout.HelpBox("Create Prefab From Group: Create prefab from incoming group of assets, using assigned script.", MessageType.Info);
            editor.UpdateNodeName(node);

            var builder = m_instance.Get <IPrefabBuilder>(editor.CurrentEditingGroup);

            using (new EditorGUILayout.VerticalScope(GUI.skin.box)) {
                var map = PrefabBuilderUtility.GetAttributeAssemblyQualifiedNameMap();
                if (map.Count > 0)
                {
                    using (new GUILayout.HorizontalScope()) {
                        GUILayout.Label("PrefabBuilder");
                        var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName);

                        if (GUILayout.Button(guiName, "Popup", GUILayout.MinWidth(150f)))
                        {
                            var builders = map.Keys.ToList();

                            if (builders.Count > 0)
                            {
                                NodeGUI.ShowTypeNamesMenu(guiName, builders, (string selectedGUIName) =>
                                {
                                    using (new RecordUndoScope("Change PrefabBuilder class", node, true)) {
                                        builder = PrefabBuilderUtility.CreatePrefabBuilder(selectedGUIName);
                                        m_instance.Set(editor.CurrentEditingGroup, builder);
                                        onValueChanged();
                                    }
                                }
                                                          );
                            }
                        }

                        MonoScript s = TypeUtility.LoadMonoScript(m_instance.ClassName);

                        using (new EditorGUI.DisabledScope(s == null)) {
                            if (GUILayout.Button("Edit", GUILayout.Width(50)))
                            {
                                AssetDatabase.OpenAsset(s, 0);
                            }
                        }
                    }
                    ReplacePrefabOptions opt = (ReplacePrefabOptions)EditorGUILayout.EnumPopup("Prefab Replace Option", m_replacePrefabOptions, GUILayout.MinWidth(150f));
                    if (m_replacePrefabOptions != opt)
                    {
                        using (new RecordUndoScope("Change Prefab Replace Option", node, true)) {
                            m_replacePrefabOptions = opt;
                            onValueChanged();
                        }
                        opt = m_replacePrefabOptions;
                    }
                }
                else
                {
                    if (!string.IsNullOrEmpty(m_instance.ClassName))
                    {
                        EditorGUILayout.HelpBox(
                            string.Format(
                                "Your PrefabBuilder script {0} is missing from assembly. Did you delete script?", m_instance.ClassName), MessageType.Info);
                    }
                    else
                    {
                        string[] menuNames = Model.Settings.GUI_TEXT_MENU_GENERATE_PREFABBUILDER.Split('/');
                        EditorGUILayout.HelpBox(
                            string.Format(
                                "You need to create at least one PrefabBuilder script to use this node. To start, select {0}>{1}>{2} menu and create new script from template.",
                                menuNames[1], menuNames[2], menuNames[3]
                                ), MessageType.Info);
                    }
                }

                GUILayout.Space(10f);

                editor.DrawPlatformSelector(node);
                using (new EditorGUILayout.VerticalScope()) {
                    var disabledScope = editor.DrawOverrideTargetToggle(node, m_instance.ContainsValueOf(editor.CurrentEditingGroup), (bool enabled) => {
                        if (enabled)
                        {
                            m_instance.CopyDefaultValueTo(editor.CurrentEditingGroup);
                            m_outputDir[editor.CurrentEditingGroup]    = m_outputDir.DefaultValue;
                            m_outputOption[editor.CurrentEditingGroup] = m_outputOption.DefaultValue;
                        }
                        else
                        {
                            m_instance.Remove(editor.CurrentEditingGroup);
                            m_outputDir.Remove(editor.CurrentEditingGroup);
                            m_outputOption.Remove(editor.CurrentEditingGroup);
                        }
                        onValueChanged();
                    });

                    using (disabledScope) {
                        OutputOption opt       = (OutputOption)m_outputOption[editor.CurrentEditingGroup];
                        var          newOption = (OutputOption)EditorGUILayout.EnumPopup("Output Option", opt);
                        if (newOption != opt)
                        {
                            using (new RecordUndoScope("Change Output Option", node, true)){
                                m_outputOption[editor.CurrentEditingGroup] = (int)newOption;
                                onValueChanged();
                            }
                            opt = newOption;
                        }

                        using (new EditorGUI.DisabledScope(opt == OutputOption.CreateInCacheDirectory)) {
                            var newDirPath = editor.DrawFolderSelector("Output Directory", "Select Output Folder",
                                                                       m_outputDir[editor.CurrentEditingGroup],
                                                                       Application.dataPath,
                                                                       (string folderSelected) => {
                                string basePath = Application.dataPath;

                                if (basePath == folderSelected)
                                {
                                    folderSelected = string.Empty;
                                }
                                else
                                {
                                    var index = folderSelected.IndexOf(basePath);
                                    if (index >= 0)
                                    {
                                        folderSelected = folderSelected.Substring(basePath.Length + index);
                                        if (folderSelected.IndexOf('/') == 0)
                                        {
                                            folderSelected = folderSelected.Substring(1);
                                        }
                                    }
                                }
                                return(folderSelected);
                            }
                                                                       );
                            if (newDirPath != m_outputDir[editor.CurrentEditingGroup])
                            {
                                using (new RecordUndoScope("Change Output Directory", node, true)){
                                    m_outputDir[editor.CurrentEditingGroup] = newDirPath;
                                    onValueChanged();
                                }
                            }

                            var dirPath = Path.Combine(Application.dataPath, m_outputDir [editor.CurrentEditingGroup]);

                            if (opt == OutputOption.CreateInSelectedDirectory &&
                                !string.IsNullOrEmpty(m_outputDir [editor.CurrentEditingGroup]) &&
                                !Directory.Exists(dirPath))
                            {
                                using (new EditorGUILayout.HorizontalScope()) {
                                    EditorGUILayout.LabelField(m_outputDir[editor.CurrentEditingGroup] + " does not exist.");
                                    if (GUILayout.Button("Create directory"))
                                    {
                                        Directory.CreateDirectory(dirPath);
                                        AssetDatabase.Refresh();
                                    }
                                }
                                EditorGUILayout.Space();

                                string parentDir = Path.GetDirectoryName(m_outputDir[editor.CurrentEditingGroup]);
                                if (Directory.Exists(parentDir))
                                {
                                    EditorGUILayout.LabelField("Available Directories:");
                                    string[] dirs = Directory.GetDirectories(parentDir);
                                    foreach (string s in dirs)
                                    {
                                        EditorGUILayout.LabelField(s);
                                    }
                                }
                                EditorGUILayout.Space();
                            }

                            var outputDir = PrepareOutputDirectory(BuildTargetUtility.GroupToTarget(editor.CurrentEditingGroup), node.Data);

                            using (new EditorGUI.DisabledScope(!Directory.Exists(outputDir)))
                            {
                                using (new EditorGUILayout.HorizontalScope()) {
                                    GUILayout.FlexibleSpace();
                                    if (GUILayout.Button("Highlight in Project Window", GUILayout.Width(180f)))
                                    {
                                        var folder = AssetDatabase.LoadMainAssetAtPath(outputDir);
                                        EditorGUIUtility.PingObject(folder);
                                    }
                                }
                            }
                        }

                        GUILayout.Space(8f);

                        if (builder != null)
                        {
                            Action onChangedAction = () => {
                                using (new RecordUndoScope("Change PrefabBuilder Setting", node)) {
                                    m_instance.Set(editor.CurrentEditingGroup, builder);
                                    onValueChanged();
                                }
                            };

                            builder.OnInspectorGUI(onChangedAction);
                        }
                    }
                }
            }
        }
Пример #3
0
        public override void Build(BuildTarget target,
                                   Model.NodeData node,
                                   IEnumerable <PerformGraph.AssetGroups> incoming,
                                   IEnumerable <Model.ConnectionData> connectionsToOutput,
                                   PerformGraph.Output Output,
                                   Action <Model.NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }

            var builder = m_instance.Get <IPrefabBuilder>(target);

            UnityEngine.Assertions.Assert.IsNotNull(builder);

            var prefabOutputDir = PrepareOutputDirectory(target, node);
            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            var anyPrefabCreated = false;

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets = aggregatedGroups[key];

                var        allAssets      = LoadAllAssets(assets);
                GameObject previousPrefab = null; //TODO

                var prefabFileName = builder.CanCreatePrefab(key, allAssets, previousPrefab);
                var prefabSavePath = FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab");

                if (!Directory.Exists(Path.GetDirectoryName(prefabSavePath)))
                {
                    Directory.CreateDirectory(Path.GetDirectoryName(prefabSavePath));
                }

                if (!File.Exists(prefabSavePath) || PrefabBuildInfo.DoesPrefabNeedRebuilding(prefabOutputDir, this, node, target, key, assets))
                {
                    UnityEngine.GameObject obj = builder.CreatePrefab(key, allAssets, previousPrefab);
                    if (obj == null)
                    {
                        throw new AssetGraphException(string.Format("{0} :PrefabBuilder {1} returned null in CreatePrefab() [groupKey:{2}]",
                                                                    node.Name, builder.GetType().FullName, key));
                    }

                    LogUtility.Logger.LogFormat(LogType.Log, "{0} is (re)creating Prefab:{1} with {2}({3})", node.Name, prefabFileName,
                                                PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName),
                                                PrefabBuilderUtility.GetPrefabBuilderVersion(m_instance.ClassName));

                    if (progressFunc != null)
                    {
                        progressFunc(node, string.Format("Creating {0}", prefabFileName), 0.5f);
                    }

                    PrefabUtility.CreatePrefab(prefabSavePath, obj, m_replacePrefabOptions);
                    PrefabBuildInfo.SavePrefabBuildInfo(prefabOutputDir, this, node, target, key, assets);
                    GameObject.DestroyImmediate(obj);
                    anyPrefabCreated = true;
                    AssetProcessEventRecord.GetRecord().LogModify(AssetDatabase.AssetPathToGUID(prefabSavePath));
                }
                UnloadAllAssets(assets);

                if (anyPrefabCreated)
                {
                    AssetDatabase.SaveAssets();
                }

                if (output != null)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(prefabSavePath)
                    };
                }
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }
Пример #4
0
        public override void Prepare(BuildTarget target,
                                     Model.NodeData node,
                                     IEnumerable <PerformGraph.AssetGroups> incoming,
                                     IEnumerable <Model.ConnectionData> connectionsToOutput,
                                     PerformGraph.Output Output)
        {
            ValidatePrefabBuilder(node, target, incoming,
                                  () => {
                throw new NodeException(node.Name + ":Output directory not found.", node);
            },
                                  () => {
                throw new NodeException(node.Name + " :PrefabBuilder is not configured. Please configure from Inspector.", node);
            },
                                  () => {
                throw new NodeException(node.Name + " :Failed to create PrefabBuilder from settings. Please fix settings from Inspector.", node);
            },
                                  (string groupKey) => {
                throw new NodeException(string.Format("{0} :Can not create prefab with incoming assets for group {1}.", node.Name, groupKey), node);
            },
                                  (AssetReference badAsset) => {
                throw new NodeException(string.Format("{0} :Can not import incoming asset {1}.", node.Name, badAsset.fileNameAndExtension), node);
            }
                                  );

            if (incoming == null)
            {
                return;
            }

            var prefabOutputDir = PrepareOutputDirectory(target, node);

            var builder = m_instance.Get <IPrefabBuilder>(target);

            UnityEngine.Assertions.Assert.IsNotNull(builder);

            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets   = aggregatedGroups[key];
                var thresold = PrefabBuilderUtility.GetPrefabBuilderAssetThreshold(m_instance.ClassName);
                if (thresold < assets.Count)
                {
                    var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName);
                    throw new NodeException(string.Format("{0} :Too many assets passed to {1} for group:{2}. {3}'s threshold is set to {4}",
                                                          node.Name, guiName, key, guiName, thresold), node);
                }

                GameObject previousPrefab = null; //TODO

                List <UnityEngine.Object> allAssets = LoadAllAssets(assets);
                var prefabFileName = builder.CanCreatePrefab(key, allAssets, previousPrefab);
                if (output != null && prefabFileName != null)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(FileUtility.PathCombine(prefabOutputDir, prefabFileName + ".prefab"))
                    };
                }
                UnloadAllAssets(assets);
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }
Пример #5
0
        static public bool DoesPrefabNeedRebuilding(string buildPath, PrefabBuilder builder, Model.NodeData node, BuildTarget target, string groupKey, List <AssetReference> assets)
        {
            var buildInfo = GetPrefabBuildInfo(builder, node, target, groupKey);

            // need rebuilding if no buildInfo found
            if (buildInfo == null)
            {
                return(true);
            }

            // need rebuilding if build path is changed
            if (buildInfo.m_buildDir != buildPath)
            {
                return(true);
            }

            // need rebuilding if given builder is changed
            if (buildInfo.m_builderClass != builder.Builder.ClassName)
            {
                return(true);
            }

            // need rebuilding if given builder is changed
            if (buildInfo.m_instanceData != builder.Builder[target])
            {
                return(true);
            }

            // need rebuilding if replace prefab option is changed
            if (buildInfo.m_replacePrefabOptions != (int)builder.Options)
            {
                return(true);
            }

            var builderVersion = PrefabBuilderUtility.GetPrefabBuilderVersion(builder.Builder.ClassName);

            // need rebuilding if given builder version is changed
            if (buildInfo.m_prefabBuilderVersion != builderVersion)
            {
                return(true);
            }

            // need rebuilding if given groupKey changed
            if (buildInfo.m_groupKey != groupKey)
            {
                return(true);
            }

            if (!Enumerable.SequenceEqual(
                    buildInfo.m_usedAssets.Select(v => v.importFrom).OrderBy(s => s),
                    assets.Select(v => v.importFrom).OrderBy(s => s)))
            {
                return(true);
            }

            // If any asset is modified from last time, then need rebuilding
            foreach (var usedAsset in buildInfo.m_usedAssets)
            {
                if (usedAsset.IsAssetModifiedFromLastTime)
                {
                    return(true);
                }
            }

            return(false);
        }
Пример #6
0
        public override void Build(BuildTarget target,
                                   Model.NodeData node,
                                   IEnumerable <PerformGraph.AssetGroups> incoming,
                                   IEnumerable <Model.ConnectionData> connectionsToOutput,
                                   PerformGraph.Output Output,
                                   Action <Model.NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }

            var builder = m_instance.Get <IPrefabBuilder>(target);

            Assert.IsNotNull(builder);

            var prefabOutputDir = PrepareOutputDirectory(target, node);
            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            var anyPrefabCreated = false;

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets = aggregatedGroups[key];

                var allAssets = LoadAllAssets(assets);

                try
                {
                    m_createDescription.Reset();
                    var canCreatePrefab = builder.CanCreatePrefab(key, allAssets, ref m_createDescription);
                    Assert.IsTrue(canCreatePrefab, "CanCreatePrefab() should not fail at Build phase.");
                }
                catch (Exception e)
                {
                    throw new NodeException(e.Message, "See reason for detail.", node);
                }

                var prefabSavePath = FileUtility.PathCombine(prefabOutputDir, m_createDescription.prefabName + ".prefab");

                if (!Directory.Exists(Path.GetDirectoryName(prefabSavePath)))
                {
                    Directory.CreateDirectory(Path.GetDirectoryName(prefabSavePath));
                }

                if (!File.Exists(prefabSavePath) || PrefabBuildInfo.DoesPrefabNeedRebuilding(prefabOutputDir, this, node, target, key, assets, m_createDescription))
                {
                    GameObject obj;
                    GameObject previous = null;

                    try
                    {
                        if (m_loadPreviousPrefab && File.Exists(prefabSavePath))
                        {
                            previous = PrefabUtility.LoadPrefabContents(prefabSavePath);
                        }

                        obj = builder.CreatePrefab(key, allAssets, previous);
                    }
                    catch (Exception e)
                    {
                        throw new NodeException(e.Message, "See reason for detail.", node);
                    }

                    if (obj == null)
                    {
                        throw new AssetGraphException(
                                  $"{node.Name} :PrefabBuilder {builder.GetType().FullName} returned null in CreatePrefab() [groupKey:{key}]");
                    }

                    LogUtility.Logger.LogFormat(LogType.Log, "{0} is (re)creating Prefab:{1} with {2}({3})", node.Name, m_createDescription.prefabName,
                                                PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName),
                                                PrefabBuilderUtility.GetPrefabBuilderVersion(m_instance.ClassName));

                    progressFunc?.Invoke(node, $"Creating {m_createDescription.prefabName}", 0.5f);

                    var isPartOfAsset = PrefabUtility.IsPartOfPrefabAsset(obj);

                    PrefabUtility.SaveAsPrefabAsset(obj, prefabSavePath);

                    if (previous != obj && isPartOfAsset)
                    {
                        PrefabUtility.UnloadPrefabContents(obj);
                    }
                    else
                    {
                        Object.DestroyImmediate(obj);
                    }

                    if (previous)
                    {
                        PrefabUtility.UnloadPrefabContents(previous);
                    }

                    PrefabBuildInfo.SavePrefabBuildInfo(prefabOutputDir, this, node, target, key, assets, m_createDescription);
                    anyPrefabCreated = true;
                    AssetProcessEventRecord.GetRecord().LogModify(AssetDatabase.AssetPathToGUID(prefabSavePath));
                }
                UnloadAllAssets(assets);

                if (anyPrefabCreated)
                {
                    AssetDatabase.SaveAssets();
                }

                if (output != null)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(prefabSavePath)
                    };
                }
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }
Пример #7
0
        public override void Prepare(BuildTarget target,
                                     Model.NodeData node,
                                     IEnumerable <PerformGraph.AssetGroups> incoming,
                                     IEnumerable <Model.ConnectionData> connectionsToOutput,
                                     PerformGraph.Output Output)
        {
            ValidatePrefabBuilder(node, target, incoming,
                                  () => throw new NodeException("Output directory not found.", "Create output directory or set a valid directory path.", node),
                                  () => throw new NodeException("PrefabBuilder is not configured.", "Configure PrefabBuilder from inspector.", node),
                                  () => throw new NodeException("Failed to create PrefabBuilder from settings.", "Fix settings from inspector.", node),
                                  (string groupKey) => throw new NodeException(
                                      $"Can not create prefab with incoming assets for group {groupKey}.", "Fix group input assets for selected PrefabBuilder.", node),
                                  (AssetReference badAsset) => throw new NodeException(
                                      $"Can not import incoming asset {badAsset.fileNameAndExtension}.", "", node));

            if (incoming == null)
            {
                return;
            }

            var prefabOutputDir = PrepareOutputDirectory(target, node);

            var builder = m_instance.Get <IPrefabBuilder>(target);

            UnityEngine.Assertions.Assert.IsNotNull(builder);

            Dictionary <string, List <AssetReference> > output = null;

            if (Output != null)
            {
                output = new Dictionary <string, List <AssetReference> >();
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            foreach (var ag in incoming)
            {
                foreach (var key in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(key))
                    {
                        aggregatedGroups[key] = new List <AssetReference>();
                    }
                    aggregatedGroups[key].AddRange(ag.assetGroups[key].AsEnumerable());
                }
            }

            foreach (var key in aggregatedGroups.Keys)
            {
                var assets    = aggregatedGroups[key];
                var threshold = PrefabBuilderUtility.GetPrefabBuilderAssetThreshold(m_instance.ClassName);
                if (threshold < assets.Count)
                {
                    var guiName = PrefabBuilderUtility.GetPrefabBuilderGUIName(m_instance.ClassName);
                    throw new NodeException(
                              string.Format("Too many assets passed to {0} for group:{1}. {2}'s threshold is set to {4}", guiName, key, guiName, threshold),
                              string.Format("Limit number of assets in a group to {4}", threshold), node);
                }

                List <UnityEngine.Object> allAssets = LoadAllAssets(assets);
                bool canCreatePrefab;

                if (m_createDescription == null)
                {
                    m_createDescription = new PrefabCreateDescription();
                }

                try
                {
                    m_createDescription.Reset();
                    canCreatePrefab = builder.CanCreatePrefab(key, allAssets, ref m_createDescription);
                }
                catch (Exception e)
                {
                    throw new NodeException(e.Message, "See reason for detail.", node);
                }

                if (output != null && canCreatePrefab)
                {
                    output[key] = new List <AssetReference> ()
                    {
                        AssetReferenceDatabase.GetPrefabReference(FileUtility.PathCombine(prefabOutputDir, m_createDescription.prefabName + ".prefab"))
                    };
                }
                UnloadAllAssets(assets);
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }
        }
Пример #8
0
        public static bool DoesPrefabNeedRebuilding(string buildPath, PrefabBuilder builder, Model.NodeData node, BuildTarget target,
                                                    string groupKey, List <AssetReference> assets, PrefabCreateDescription createDescription)
        {
            var buildInfo = GetPrefabBuildInfo(builder, node, target, groupKey);

            // need rebuilding if no buildInfo found
            if (buildInfo == null)
            {
                return(true);
            }

            // need rebuilding if build path is changed
            if (buildInfo.m_buildDir != buildPath)
            {
                return(true);
            }

            // need rebuilding if given builder is changed
            if (buildInfo.m_builderClass != builder.Builder.ClassName)
            {
                return(true);
            }

            // need rebuilding if given builder is changed
            if (buildInfo.m_instanceData != builder.Builder[target])
            {
                return(true);
            }

            var builderVersion = PrefabBuilderUtility.GetPrefabBuilderVersion(builder.Builder.ClassName);

            // need rebuilding if given builder version is changed
            if (buildInfo.m_prefabBuilderVersion != builderVersion)
            {
                return(true);
            }

            // need rebuilding if given groupKey changed
            if (buildInfo.m_groupKey != groupKey)
            {
                return(true);
            }

            var hash1 = MD5.Create();

            assets.ForEach(a => hash1.ComputeHash(System.Text.Encoding.UTF8.GetBytes(a.importFrom)));
            createDescription.additionalAssetPaths.ForEach(path => hash1.ComputeHash(System.Text.Encoding.UTF8.GetBytes(path)));
            if (buildInfo.m_usedAssetsHash != hash1.ToString())
            {
                return(true);
            }

            // If any asset is modified from last time, then need rebuilding
            foreach (var usedAsset in buildInfo.m_usedAssets)
            {
                if (usedAsset.IsAssetModifiedFromLastTime)
                {
                    return(true);
                }
            }

            return(false);
        }