示例#1
0
        /// <summary>
        /// Imports the package sample into the `Assets` folder.
        /// </summary>
        /// <param name="options">
        /// <para>Custom import options. See <see cref="UnityEditor.PackageManager.UI.Sample.ImportOptions"/> for more information.</para>
        /// Note that <see cref="UnityEditor.PackageManager.UI.Sample.ImportOptions"/> are flag attributes,
        /// therefore you can set multiple import options using the `|` operator
        /// </param>
        /// <returns>Returns whether the import is successful</returns>
        public bool Import(ImportOptions options = ImportOptions.None)
        {
            string[] unityPackages;
            var      interactive = (options & ImportOptions.HideImportWindow) != ImportOptions.None ? false : interactiveImport;

            if ((unityPackages = m_IOProxy.DirectoryGetFiles(resolvedPath, "*.unitypackage")).Length == 1)
            {
                m_AssetDatabase.ImportPackage(unityPackages[0], interactive);
            }
            else
            {
                var prevImports = previousImports;
                if (prevImports.Count > 0 && (options & ImportOptions.OverridePreviousImports) == ImportOptions.None)
                {
                    return(false);
                }
                foreach (var v in prevImports)
                {
                    m_IOProxy.RemovePathAndMeta(v, true);
                }

                m_IOProxy.DirectoryCopy(resolvedPath, importPath, true);
                m_AssetDatabase.Refresh();
            }
            return(true);
        }
        public virtual void Import(IPackage package)
        {
            if (!(package is AssetStorePackage))
            {
                return;
            }

            var path = package.versions.primary.localPath;

            if (m_IOProxy.FileExists(path))
            {
                m_AssetDatabase.ImportPackage(path, true);
            }
        }
        /// <summary>
        /// Imports the package sample into the `Assets` folder.
        /// </summary>
        /// <param name="options">
        /// <para>Custom import options. See <see cref="UnityEditor.PackageManager.UI.Sample.ImportOptions"/> for more information.</para>
        /// Note that <see cref="UnityEditor.PackageManager.UI.Sample.ImportOptions"/> are flag attributes,
        /// therefore you can set multiple import options using the `|` operator
        /// </param>
        /// <returns>Returns whether the import is successful</returns>
        public bool Import(ImportOptions options = ImportOptions.None)
        {
            try
            {
                var interactive   = (options & ImportOptions.HideImportWindow) == ImportOptions.None && interactiveImport;
                var unityPackages = m_IOProxy.DirectoryGetFiles(resolvedPath, "*.unitypackage");
                if (unityPackages.Any())
                {
                    m_AssetDatabase.ImportPackage(unityPackages[0], interactive);
                }
                else
                {
                    var prevImports = previousImports;
                    if (prevImports.Any() && (options & ImportOptions.OverridePreviousImports) == ImportOptions.None)
                    {
                        return(false);
                    }
                    foreach (var v in prevImports)
                    {
                        EditorUtility.DisplayProgressBar(k_CopySamplesFilesTitle, L10n.Tr("Cleaning previous import..."), 0);
                        m_IOProxy.RemovePathAndMeta(v, true);
                    }

                    var sourcePath = resolvedPath;
                    m_IOProxy.DirectoryCopy(sourcePath, importPath, true,
                                            (fileName, progress) =>
                    {
                        var name = fileName.Replace(sourcePath + Path.DirectorySeparatorChar, "");
                        EditorUtility.DisplayProgressBar(k_CopySamplesFilesTitle, name, progress);
                    }
                                            );
                    EditorUtility.ClearProgressBar();
                    m_AssetDatabase.Refresh();
                }

                return(true);
            }
            catch (IOException e)
            {
                Debug.Log($"[Package Manager Window] Cannot import sample {displayName}: {e.Message}");
                return(false);
            }
        }