127 lines
4.2 KiB
C#
127 lines
4.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using Speckle.Core.Models;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace Speckle.ConnectorUnity.NativeCache.Editor
|
|
{
|
|
/// <summary>
|
|
/// Uses Unity's AssetDatabase to load existing assets from a given path
|
|
/// </summary>
|
|
public sealed class AssetDBNativeCache : AbstractNativeCache
|
|
{
|
|
public const string DefaultPath = "Assets/Resources";
|
|
public string path = DefaultPath;
|
|
|
|
private MemoryNativeCache readCache;
|
|
|
|
#nullable enable
|
|
|
|
void Awake()
|
|
{
|
|
readCache = CreateInstance<MemoryNativeCache>();
|
|
}
|
|
|
|
public override bool TryGetObject<T>(Base speckleObject, [NotNullWhen(true)] out T? nativeObject) where T : class
|
|
{
|
|
if(readCache.TryGetObject(speckleObject, out nativeObject))
|
|
return true;
|
|
|
|
Type nativeType = typeof(T);
|
|
if (!GetAssetPath(nativeType, speckleObject, out string? assetPath)) return false;
|
|
|
|
nativeObject = AssetDatabase.LoadAssetAtPath<T>(assetPath);
|
|
return nativeObject != null;
|
|
}
|
|
|
|
public override bool TrySaveObject(Base speckleObject, Object nativeObject)
|
|
{
|
|
return WriteObject(speckleObject, nativeObject);
|
|
}
|
|
|
|
private bool WriteObject(Base speckleObject, Object nativeObject)
|
|
{
|
|
Type nativeType = nativeObject.GetType();
|
|
if (!GetAssetPath(nativeType, speckleObject, out string? assetPath)) return false;
|
|
|
|
// Special case for GameObjects, we want to use PrefabUtility
|
|
if (nativeObject is GameObject go)
|
|
{
|
|
var prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(go, assetPath, InteractionMode.AutomatedAction);
|
|
return readCache.TrySaveObject(speckleObject, prefab);
|
|
}
|
|
|
|
// Exit early if there's already an asset
|
|
Object? existing = AssetDatabase.LoadAssetAtPath(assetPath, nativeObject.GetType());
|
|
if (existing != null)
|
|
{
|
|
Debug.LogWarning($"Failed to write asset as one already existed at path: {assetPath}", this);
|
|
return false;
|
|
}
|
|
|
|
AssetDatabase.CreateAsset(nativeObject, $"{assetPath}");
|
|
return readCache.TrySaveObject(speckleObject, nativeObject);
|
|
}
|
|
|
|
|
|
public override void BeginWrite()
|
|
{
|
|
base.BeginWrite();
|
|
//AssetDatabase.StartAssetEditing();
|
|
}
|
|
|
|
public override void FinishWrite()
|
|
{
|
|
if (!isWriting) return;
|
|
//AssetDatabase.StopAssetEditing();
|
|
AssetDatabase.SaveAssets();
|
|
|
|
if (readCache != null) readCache.LoadedAssets.Clear();
|
|
|
|
base.FinishWrite();
|
|
}
|
|
|
|
private bool GetAssetPath(Type nativeType, Base speckleObject, [NotNullWhen(true)] out string? outPath)
|
|
{
|
|
string? folder = AssetHelpers.GetAssetFolder(nativeType, path);
|
|
outPath = null;
|
|
if (folder == null) return false;
|
|
if (!CreateDirectory(folder)) return false;
|
|
|
|
string assetName = AssetHelpers.GetAssetName(speckleObject, nativeType);
|
|
outPath = $"{folder}/{assetName}";
|
|
return true;
|
|
}
|
|
|
|
private static bool CreateDirectory(string directoryPath)
|
|
{
|
|
if (Directory.Exists(directoryPath))
|
|
return true;
|
|
|
|
var info = Directory.CreateDirectory(directoryPath);
|
|
AssetDatabase.Refresh();
|
|
return info.Exists;
|
|
}
|
|
|
|
[ContextMenu("SetPath")]
|
|
public void SetPath_Menu()
|
|
{
|
|
var selection = EditorUtility.OpenFolderPanel("Set Assets Path", "Assets/Resources", "");
|
|
|
|
if (selection.StartsWith(Application.dataPath)) {
|
|
path = "Assets" + selection.Substring(Application.dataPath.Length);
|
|
}
|
|
else
|
|
{
|
|
Debug.LogError($"Expected selection to be within {Application.dataPath}");
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|