AssetBundleGraph.IntegratedGUIExporter.Export C# (CSharp) Method

Export() private method

private Export ( BuildTarget target, NodeData node, ConnectionPointData inputPoint, ConnectionData connectionToOutput, Dictionary inputGroupAssets, Action Output, bool isRun ) : void
target BuildTarget
node NodeData
inputPoint ConnectionPointData
connectionToOutput ConnectionData
inputGroupAssets Dictionary
Output Action
isRun bool
return void
        private void Export(BuildTarget target, 
			NodeData node, 
			ConnectionPointData inputPoint,
			ConnectionData connectionToOutput, 
			Dictionary<string, List<Asset>> inputGroupAssets, 
			Action<ConnectionData, Dictionary<string, List<Asset>>, List<string>> Output,
			bool isRun)
        {
            var outputDict = new Dictionary<string, List<Asset>>();
            outputDict["0"] = new List<Asset>();

            var failedExports = new List<string>();

            foreach (var groupKey in inputGroupAssets.Keys) {
                var exportedAssets = new List<Asset>();
                var inputSources = inputGroupAssets[groupKey];

                foreach (var source in inputSources) {
                    if (isRun) {
                        if (!Directory.Exists(node.ExporterExportPath[target])) {
                            Directory.CreateDirectory(node.ExporterExportPath[target]);
                        }
                    }

                    var destinationSourcePath = source.importFrom;

                    // in bundleBulider, use platform-package folder for export destination.
                    if (destinationSourcePath.StartsWith(AssetBundleGraphSettings.BUNDLEBUILDER_CACHE_PLACE)) {
                        var depth = AssetBundleGraphSettings.BUNDLEBUILDER_CACHE_PLACE.Split(AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR).Length + 1;

                        var splitted = destinationSourcePath.Split(AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR);
                        var reducedArray = new string[splitted.Length - depth];

                        Array.Copy(splitted, depth, reducedArray, 0, reducedArray.Length);
                        var fromDepthToEnd = string.Join(AssetBundleGraphSettings.UNITY_FOLDER_SEPARATOR.ToString(), reducedArray);

                        destinationSourcePath = fromDepthToEnd;
                    }

                    var destination = FileUtility.PathCombine(node.ExporterExportPath[target], destinationSourcePath);

                    var parentDir = Directory.GetParent(destination).ToString();

                    if (isRun) {
                        if (!Directory.Exists(parentDir)) {
                            Directory.CreateDirectory(parentDir);
                        }
                        if (File.Exists(destination)) {
                            File.Delete(destination);
                        }
                        if (string.IsNullOrEmpty(source.importFrom)) {
                            failedExports.Add(source.absoluteAssetPath);
                            continue;
                        }
                        try {
                            File.Copy(source.importFrom, destination);
                        } catch(Exception e) {
                            failedExports.Add(source.importFrom);
                            Debug.LogError(node.Name + ": Error occured: " + e.Message);
                        }
                    }

                    var exportedAsset = Asset.CreateAssetWithExportPath(destination);
                    exportedAssets.Add(exportedAsset);
                }
                outputDict["0"].AddRange(exportedAssets);
            }

            if (failedExports.Any()) {
                Debug.LogError(node.Name + ": Failed to export files. All files must be imported before exporting: " + string.Join(", ", failedExports.ToArray()));
            }

            Output(connectionToOutput, outputDict, null);
        }