internal void AddAsset(AssetObjectInfo assetInfo) { if (AssetList == null) { AssetList = new List <AssetObjectInfo>(); } assetInfo.SetParent(this); AssetList.Add(assetInfo); }
/*private void OnUnusedScriptsUIUpdate() * { * if (m_UsedScriptList == null || m_UsedScriptList.Count <= 0) * return; * * scrollPos = EditorGUILayout.BeginScrollView(scrollPos); * EditorGUILayout.BeginVertical(); * * EditorGUILayout.LabelField("List of unused scripts", EditorStyles.boldLabel); * showUnusedScriptsUI(); * * EditorGUILayout.EndVertical(); * EditorGUILayout.EndScrollView(); * }*/ /*private void showUnusedScriptsUI() * { * * //TODO * //HERE IS A WAY TO FIND ALL CLASSES, Used, and Unused * //http://answers.unity3d.com/questions/30382/editor-assembly.html * * foreach (Type t in m_UnusedScriptList) * { * GUILayout.BeginHorizontal(); * MonoScript script = null; * * if (GUILayout.Button(t.ToString(), GUILayout.Width(btnMinWidth * 2 + 14))) * { * MonoScript[] scripts = (MonoScript[])Resources.FindObjectsOfTypeAll(typeof(MonoScript)); * foreach (MonoScript m in scripts) * { * if (m.GetClass() == t) * script = m; * } * Selection.activeObject = script; * } * GUILayout.EndHorizontal(); * } * }*/ #endregion private void showUnusedAssets() { EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Collapse All", GUILayout.Width(btnMinWidth))) { foreach (AHProjectFolderInfo folder in m_ProjectFolderList) { folder.FoldOut = false; } } EditorGUILayout.Space(); if (GUILayout.Button("Expand All", GUILayout.Width(btnMinWidth))) { foreach (AHProjectFolderInfo folder in m_ProjectFolderList) { folder.FoldOut = true; } } GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); EditorGUILayout.Separator(); EditorGUILayout.Separator(); int indentLevel = 0; drawAssetFolderInfoRecursively(m_ProjectFolderList[0], indentLevel); if (m_assetMarkedForDeletion != null) { if (EditorUtility.DisplayDialog("Delete asset", "Are you sure you want to delete " + m_assetMarkedForDeletion.m_Name, "Yes", "No")) { m_assetMarkedForDeletion.Delete(m_unusedTypeDict); //Delete potential empty folders int deleteCount = 0; deleteEmptyDirectories(getSystemFolderPath(m_assetMarkedForDeletion.m_ParentPath), ref deleteCount); m_assetMarkedForDeletion = null; } else { m_assetMarkedForDeletion = null; } } else if (m_folderMarkedForDeletion != null) { int dialogChoice = EditorUtility.DisplayDialogComplex( "Delete all unused assets in folder", "You can delete all assets below this folder, or you can choose to create a backup Unitypackage with all your deleted assets (which will be slow).\n\nRegardless you should always keep backups or preferably have your project under version control so actions such as mass-delete can be reverted", "Delete All", "Backup Unitypackage (Slow!)", "Cancel"); switch (dialogChoice) { //Normal delete case 0: deleteAllInFolder(m_folderMarkedForDeletion, false); break; //Delete with backup case 1: deleteAllInFolder(m_folderMarkedForDeletion, true); break; //Cancel case 2: m_folderMarkedForDeletion = null; break; default: Debug.LogError("Unrecognized option."); break; } } }
private void drawAssetFolderInfoRecursively(AHProjectFolderInfo assetFolder, int indentLevel) { EditorGUI.indentLevel = indentLevel; if (!assetFolder.ShouldBeListed(m_unusedTypeDict)) { return; } else { int assetCount = assetFolder.GetAssetCountInChildren(); EditorGUILayout.BeginHorizontal(); Color initialColor = GUI.color; GUI.color = AHHelper.AH_RED; float buttonSizeSelect = 60; float buttonSizeDelete = 100; if (GUILayout.Button("Delete all " + assetCount, GUILayout.Width(buttonSizeDelete))) { m_folderMarkedForDeletion = assetFolder; } //Add space to align UI elements GUILayout.Space(buttonSizeSelect); //Create new style to have a bold foldout GUIStyle style = EditorStyles.foldout; FontStyle previousStyle = style.fontStyle; style.fontStyle = FontStyle.Bold; //Show foldout assetFolder.FoldOut = EditorGUILayout.Foldout(assetFolder.FoldOut, assetFolder.DirectoryName + " (" /* + assetFolder.FileSizeString + "/"*/ + assetFolder.FileSizeAccumulatedString + ")", style); //Reset style style.fontStyle = previousStyle; //Reset color GUI.color = initialColor; EditorGUILayout.EndHorizontal(); if (assetFolder.FoldOut) { foreach (AssetObjectInfo aInfo in assetFolder.AssetList) { if ((m_unusedTypeDict.ContainsKey(aInfo.m_Type) && m_unusedTypeDict[aInfo.m_Type] == false)) { continue; } EditorGUI.indentLevel = (indentLevel + 1); EditorGUILayout.BeginHorizontal(); GUI.color = Color.grey; if (GUILayout.Button("Delete", GUILayout.Width(buttonSizeDelete))) { m_assetMarkedForDeletion = aInfo; } GUI.color = initialColor; if (GUILayout.Button("Select", GUILayout.Width(buttonSizeSelect))) { Selection.activeObject = AssetDatabase.LoadAssetAtPath(aInfo.m_Path, aInfo.m_Type.SystemType); } EditorGUILayout.LabelField(aInfo.m_Name + " (" + aInfo.m_FileSizeString + ")", GUILayout.MaxWidth(600)); EditorGUILayout.EndHorizontal(); } foreach (int childFolder in assetFolder.ChildFolderIndexers) { drawAssetFolderInfoRecursively(m_ProjectFolderList[childFolder], (indentLevel + 1)); } } } }
internal void RemoveAsset(AssetObjectInfo assetObjectInfo) { m_assetList.Remove(assetObjectInfo); }
private static void traverseDirectory(int parentIndex, string path, List <BuildReportAsset> usedAssets, int heirarchyDepth, ref int directoriesTraversed, SortedDictionary <AHSerializableSystemType, bool> validTypeList) { directoriesTraversed++; EditorUtility.DisplayProgressBar( "Traversing Directories", "(" + directoriesTraversed + " of " + m_NumberOfDirectories + ") Analyzing " + path.Substring(path.IndexOf("/Assets") + 1), (float)directoriesTraversed / (float)m_NumberOfDirectories); //Get the settings to exclude certain folders or suffixes foreach (UnityEngine.Object dir in AHMainWindow.Instance.settings.m_DirectoryExcludes) { //TODO Can this be done more elegantly int startingIndex = Application.dataPath.Length - 6; string relativePath = path.Substring(startingIndex, path.Length - startingIndex); UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(relativePath, typeof(UnityEngine.Object)); if (dir == obj) { //This folder was exluded return; } } //Exclude types and folders that should not be reviewed //TODO perhaps improve performance of this step (Also use String.Contains(excluder, StringComparison.OrdinalIgnoreCase)) might be better not to use LINQ string[] assetsInDirectory = Directory.GetFiles(path, "*.*", SearchOption.TopDirectoryOnly) .Where(name => !name.EndsWith(".meta", StringComparison.OrdinalIgnoreCase) && (!name.EndsWith(".unity", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith("thumbs.db", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(".orig", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(".dll", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(".mdb", StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "helper" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "plugins" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "streamingassets" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "resources" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "editor default resources" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.Contains(Path.DirectorySeparatorChar + "editor" + Path.DirectorySeparatorChar, StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(@".ds_store", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(@".workspace.mel", StringComparison.OrdinalIgnoreCase)) && (!name.EndsWith(@".mayaswatches", StringComparison.OrdinalIgnoreCase))) .ToArray(); //TODO this could also be improved for performance for (int i = 0; i < assetsInDirectory.Length; i++) { assetsInDirectory[i] = assetsInDirectory[i].Substring(assetsInDirectory[i].IndexOf("/Assets") + 1); assetsInDirectory[i] = assetsInDirectory[i].Replace(@"\", "/"); } //Remove the assets we ignore through settings && Find any assets that does not live in UsedAssets List //TODO for performance reasons, perhaps dont to this for each folder, but just once, when finished? //That would mean to do folder creation and populating unused assets lists after all folders are traversed var result = assetsInDirectory.Where(p => (!AHMainWindow.Instance.settings.m_AssetGUIDExcludes.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2) == p)) && !usedAssets.Any(p2 => UnityEditor.AssetDatabase.GUIDToAssetPath(p2.GUID) == p)); //Create new folder object AHProjectFolderInfo afInfo = new AHProjectFolderInfo(); //TODO this could also be improved for performance afInfo.DirectoryName = path.Substring(path.IndexOf("/Assets") + 1).Replace(@"\", "/"); afInfo.ParentIndex = parentIndex; if (heirarchyDepth == 0) { afInfo.FoldOut = true; } //Add to static list AHMainWindow.Instance.AddProjectFolderInfo(afInfo); if (parentIndex != -1) { AHMainWindow.Instance.GetFolderList()[parentIndex].AddChildFolder(afInfo); } UnityEngine.Object objToFind; foreach (string assetName in result) { bool bExclude = false; foreach (string excluder in AHMainWindow.Instance.settings.m_AssetSubstringExcludes) { //Exlude Asset Exclude substrings from settings //If we find an excluded asset just continue to next iteration in loop if (assetName.Contains(excluder, StringComparison.OrdinalIgnoreCase)) { bExclude = true; } } if (bExclude) { continue; } objToFind = AssetDatabase.LoadAssetAtPath(assetName, typeof(UnityEngine.Object)); if (objToFind == null) { Debug.LogWarning("Couldnt find " + assetName); continue; } AHSerializableSystemType assetType = new AHSerializableSystemType(objToFind.GetType()); if (assetType.SystemType != typeof(MonoScript) && (!AHMainWindow.Instance.settings.m_AssetTypeExcludes.Contains(assetType))) { AssetObjectInfo newAssetInfo = new AssetObjectInfo(assetName, assetType); afInfo.AddAsset(newAssetInfo); } objToFind = null; //Memory leak safeguard //This have heavy performance implications if (AHMainWindow.Instance.settings.m_MemoryCleanupActive) { UnloadUnused(); } } string[] nextLevelDirectories = System.IO.Directory.GetDirectories(path, "*.*", System.IO.SearchOption.TopDirectoryOnly); //Memory leak safeguard per folder if (!AHMainWindow.Instance.settings.m_MemoryCleanupActive) { UnloadUnused(); } foreach (string nld in nextLevelDirectories) { traverseDirectory(AHMainWindow.Instance.GetFolderList().IndexOf(afInfo), nld, usedAssets, (heirarchyDepth + 1), ref directoriesTraversed, validTypeList); } }