154 lines
5.2 KiB
C#
154 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Linq;
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using Speckle.Core.Models;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Speckle.ConnectorUnity.NativeCache.Editor
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{
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/// <summary>
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/// Uses Unity's AssetDatabase to load existing assets from a given path
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/// </summary>
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public sealed class AssetDBNativeCache : AbstractNativeCache
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{
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public string path = "Assets/Resources";
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private MemoryNativeCache readCache;
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private Dictionary<Base, Object> writeBuffer = new();
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#nullable enable
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private void Awake()
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{
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readCache = CreateInstance<MemoryNativeCache>();
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}
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public override bool TryGetObject<T>(Base speckleObject, [NotNullWhen(true)] out T? nativeObject) where T : class
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{
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if(readCache.TryGetObject(speckleObject, out nativeObject))
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return true;
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Type nativeType = typeof(T);
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string? folder = AssetHelpers.GetAssetFolder(nativeType, path);
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if (folder == null) return false;
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string assetName = AssetHelpers.GetAssetName(speckleObject, nativeType);
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string assetPath = $"{folder}/{assetName}";
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nativeObject = AssetDatabase.LoadAssetAtPath<T>(assetPath);
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return nativeObject != null;
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}
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public override bool TrySaveObject(Base speckleObject, Object nativeObject)
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{
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writeBuffer.TryAdd(speckleObject, nativeObject);
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return readCache.TrySaveObject(speckleObject, nativeObject);
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}
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public bool WriteObject(Base speckleObject, Object nativeObject)
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{
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Type nativeType = nativeObject.GetType();
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string? folder = AssetHelpers.GetAssetFolder(nativeType, path);
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if (folder == null) return false;
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if (!CreateDirectory(folder)) return false;
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string assetName = AssetHelpers.GetAssetName(speckleObject, nativeType);
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string assetPath = $"{folder}/{assetName}";
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// Special case for GameObjects, we want to use PrefabUtility
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if (nativeObject is GameObject go)
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{
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PrefabUtility.SaveAsPrefabAssetAndConnect(go, assetPath, InteractionMode.AutomatedAction);
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return true;
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}
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// Exit early if there's already an asset
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Object? existing = AssetDatabase.LoadAssetAtPath(assetPath, nativeObject.GetType());
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if (existing != null)
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{
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Debug.LogWarning($"Failed to write asset as one already existed at path: {folder}/{assetName}", this);
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return false;
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}
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AssetDatabase.CreateAsset(nativeObject, $"{folder}/{assetName}");
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return true;
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}
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public void WriteAssets(IEnumerable<KeyValuePair<Base, Object>> assets)
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{
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//Write Asset Data
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try
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{
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AssetDatabase.StartAssetEditing();
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int i = 0;
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int count = writeBuffer.Count;
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foreach(var kvp in assets)
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{
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if (kvp.Value is GameObject p)
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{
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continue;
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}
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EditorUtility.DisplayProgressBar("Writing assets", $"Writing asset for {kvp.Value.name}", (float)i / count);
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WriteObject(kvp.Key, kvp.Value);
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}
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}
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finally
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{
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AssetDatabase.StopAssetEditing();
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EditorUtility.DisplayProgressBar("Writing assets", $"Finishing writing assets", 1f);
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AssetDatabase.SaveAssets();
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EditorUtility.ClearProgressBar();
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}
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}
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public override void FinishWrite()
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{
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if (!isWriting) return;
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var prefabs = writeBuffer.Where(x => x.Value is GameObject);
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var notPrefabs = writeBuffer.Where(x => x.Value is not GameObject);
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WriteAssets(notPrefabs);
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WriteAssets(prefabs);
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writeBuffer.Clear();
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if (readCache != null) readCache.LoadedAssets.Clear();
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base.FinishWrite();
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}
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private static bool CreateDirectory(string directoryPath)
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{
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if (Directory.Exists(directoryPath))
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return true;
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var info = Directory.CreateDirectory(directoryPath);
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AssetDatabase.Refresh();
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return info.Exists;
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}
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[ContextMenu("SetPath")]
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internal void SetPath_Menu()
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{
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var selection = EditorUtility.OpenFolderPanel("Set Assets Path", "Assets/Resources", "");
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if (selection.StartsWith(Application.dataPath)) {
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path = "Assets" + selection.Substring(Application.dataPath.Length);
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}
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else
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{
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Debug.LogError($"Expected selection to be within {Application.dataPath}");
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}
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}
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}
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}
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