private void UpdateAssetInfoStatus(string newStatus) { if (!Settings.Default.CreateUnityAssetBundles) { return; } assetInfo.Status = newStatus; AssetCatalog.UpdateAssetInfo(assetInfo, Path.Combine(bundleOutputFolderPath, "bundleInfo.json")); }
public static void UpdateFolders() { if (!Directory.Exists(Settings.Default.BaseDataPath)) { Directory.CreateDirectory(Settings.Default.BaseDataPath); } if (Directory.GetDirectories(Settings.Default.BaseDataPath).Length == 0) { Directory.CreateDirectory(Path.Combine(Settings.Default.BaseDataPath, "Public")); } /// The data folder has subfolders to isolate different groups. Each group has their own set of user folders, upload folder and output folders. /// Each level also has it's own set of "public" folders. foreach (var orgFolderPath in Directory.GetDirectories(Settings.Default.BaseDataPath)) { ScanUploadFolder(orgFolderPath); if (Settings.Default.CreateUnityAssetBundles) { AssetCatalog.UpdateCatalog(orgFolderPath); } } }
public FileProcessor(string path) { zipFileToProcess = path; zipFileName = Path.GetFileNameWithoutExtension(zipFileToProcess); assetId = zipFileName; SetupFolders(); if (Settings.Default.CreateUnityAssetBundles) { if (AssetCatalog.LoadAssetInfo(Path.Combine(bundleOutputFolderPath, "bundleInfo.json")) != null) { assetInfo = AssetCatalog.LoadAssetInfo(Path.Combine(bundleOutputFolderPath, "bundleInfo.json")); // Existing asset, just updating. if (string.IsNullOrEmpty(assetInfo.Id)) { assetInfo.Id = assetId; } assetInfo.Version += 1; assetInfo.OwnerId = userFolderName; assetInfo.Updated = DateTime.Now.ToString(); UpdateAssetInfoStatus("waiting for update"); } else { // New asset. assetInfo.Id = assetId; assetInfo.OwnerId = userFolderName; assetInfo.Name = zipFileName; assetInfo.Created = DateTime.Now.ToString(); assetInfo.Updated = assetInfo.Created; assetInfo.Thumbnail = zipFileName + ".png"; assetInfo.Bundles = new List <AssetCatalog.LODBundle>(); UpdateAssetInfoStatus("waiting"); } } }