AssetBundleGraph.Asset.CreateNewAssetWithImportPathAndStatus C# (CSharp) Method

CreateNewAssetWithImportPathAndStatus() public static method

public static CreateNewAssetWithImportPathAndStatus ( string importFrom, bool isNew, bool isBundled ) : Asset
importFrom string
isNew bool
isBundled bool
return Asset
        public static Asset CreateNewAssetWithImportPathAndStatus(string importFrom, bool isNew, bool isBundled)
        {
            return new Asset(
                guid:Guid.NewGuid(),
                assetDatabaseId:AssetDatabase.AssetPathToGUID(importFrom),
                importFrom:importFrom,
                assetType:TypeUtility.GetTypeOfAsset(importFrom),
                isNew:isNew,
                isBundled:isBundled
            );
        }

Usage Example

Example #1
0
        public void Run(string nodeName, string nodeId, string connectionIdToNextNode, Dictionary <string, List <Asset> > groupedSources, List <string> alreadyCached, Action <string, string, Dictionary <string, List <Asset> >, List <string> > Output)
        {
            var usedCache = new List <string>();

            var invalids = new List <string>();

            foreach (var sources in groupedSources.Values)
            {
                foreach (var source in sources)
                {
                    if (string.IsNullOrEmpty(source.importFrom))
                    {
                        invalids.Add(source.absoluteAssetPath);
                    }
                }
            }

            if (invalids.Any())
            {
                throw new NodeException(string.Join(", ", invalids.ToArray()) + " are not imported yet. These assets need to be imported before prefabricated.", nodeId);
            }

            var recommendedPrefabOutputDirectoryPath = FileUtility.PathCombine(AssetBundleGraphSettings.PREFABRICATOR_CACHE_PLACE, nodeId, SystemDataUtility.GetCurrentPlatformKey());

            var outputDict        = new Dictionary <string, List <Asset> >();
            var cachedOrGenerated = new List <string>();

            foreach (var groupKey in groupedSources.Keys)
            {
                var inputSources = groupedSources[groupKey];

                var recommendedPrefabPath = FileUtility.PathCombine(recommendedPrefabOutputDirectoryPath, groupKey);
                if (!recommendedPrefabPath.EndsWith(AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR.ToString()))
                {
                    recommendedPrefabPath = recommendedPrefabPath + AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR.ToString();
                }

                /*
                 *      ready input resource info for execute. not contains cache in this node.
                 */
                var assets = new List <DepreacatedAssetInfo>();
                foreach (var assetData in inputSources)
                {
                    var assetName       = assetData.fileNameAndExtension;
                    var assetType       = assetData.assetType;
                    var assetPath       = assetData.importFrom;
                    var assetDatabaseId = assetData.assetDatabaseId;
                    assets.Add(new DepreacatedAssetInfo(assetName, assetType, assetPath, assetDatabaseId));
                }

                // collect generated prefab path.
                var generated     = new List <string>();
                var outputSources = new List <Asset>();


                /*
                 *      Prefabricate(GameObject baseObject, string prefabName, bool forceGenerate) method.
                 */
                Func <GameObject, string, bool, string> Prefabricate = (GameObject baseObject, string prefabName, bool forceGenerate) => {
                    var newPrefabOutputPath = Path.Combine(recommendedPrefabPath, prefabName);

                    if (forceGenerate || !SystemDataUtility.IsAllAssetsCachedAndUpdated(inputSources, alreadyCached, newPrefabOutputPath))
                    {
                        // not cached, create new.
                        UnityEngine.Object prefabFile = PrefabUtility.CreateEmptyPrefab(newPrefabOutputPath);

                        // export prefab data.
                        PrefabUtility.ReplacePrefab(baseObject, prefabFile);

                        // save prefab.
                        AssetDatabase.Refresh(ImportAssetOptions.ImportRecursive);
                        AssetDatabase.SaveAssets();
                        generated.Add(newPrefabOutputPath);
                        cachedOrGenerated.Add(newPrefabOutputPath);
                        Debug.Log(nodeName + " created new prefab: " + newPrefabOutputPath);
                    }
                    else
                    {
                        // cached.
                        usedCache.Add(newPrefabOutputPath);
                        cachedOrGenerated.Add(newPrefabOutputPath);
                        Debug.Log(nodeName + " used cached prefab: " + newPrefabOutputPath);
                    }

                    isPrefabricateFunctionCalled = true;

                    return(newPrefabOutputPath);
                };

                if (!Directory.Exists(recommendedPrefabPath))
                {
                    // create recommended directory.
                    Directory.CreateDirectory(recommendedPrefabPath);
                }

                /*
                 *      execute inheritee's input method.
                 */
                try {
                    CreatePrefab(nodeName, nodeId, groupKey, assets, recommendedPrefabPath, Prefabricate);
                } catch (Exception e) {
                    Debug.LogError(nodeName + " Error:" + e);
                    throw new NodeException(nodeName + " Error:" + e, nodeId);
                }

                if (!isPrefabricateFunctionCalled)
                {
                    Debug.LogWarning(nodeName + ": Prefabricate delegate was not called. Prefab might not be created properly.");
                }

                /*
                 *      ready assets-output-data from this node to next output.
                 *      it contains "cached" or "generated as prefab" or "else" assets.
                 *      output all assets.
                 */
                var currentAssetsInThisNode = FileUtility.FilePathsInFolder(recommendedPrefabPath);
                foreach (var generatedCandidateAssetPath in currentAssetsInThisNode)
                {
                    /*
                     *      candidate is new, regenerated prefab.
                     */
                    if (generated.Contains(generatedCandidateAssetPath))
                    {
                        var newAsset = Asset.CreateNewAssetWithImportPathAndStatus(
                            generatedCandidateAssetPath,
                            true,
                            false
                            );
                        outputSources.Add(newAsset);
                        continue;
                    }

                    /*
                     *      candidate is not new prefab.
                     */
                    var cachedPrefabAsset = Asset.CreateNewAssetWithImportPathAndStatus(
                        generatedCandidateAssetPath,
                        false,
                        false
                        );
                    outputSources.Add(cachedPrefabAsset);
                }


                /*
                 *      add current resources to next node's resources.
                 */
                outputSources.AddRange(inputSources);

                outputDict[groupKey] = outputSources;
            }

            // delete unused cached prefabs.
            var unusedCachePaths = alreadyCached.Except(cachedOrGenerated).Where(path => !FileUtility.IsMetaFile(path)).ToList();

            foreach (var unusedCachePath in unusedCachePaths)
            {
                // unbundlize unused prefabricated cached asset.
                var assetImporter = AssetImporter.GetAtPath(unusedCachePath);
                assetImporter.assetBundleName = string.Empty;

                FileUtility.DeleteFileThenDeleteFolderIfEmpty(unusedCachePath);
            }


            Output(nodeId, connectionIdToNextNode, outputDict, usedCache);
        }
All Usage Examples Of AssetBundleGraph.Asset::CreateNewAssetWithImportPathAndStatus