using System; using UnityEngine; using UnityEditor; using System.Collections.Generic; using System.Linq; using UnityEditor.IMGUI.Controls; namespace UnityEngine.AssetBundles.AssetBundleModel { public class AssetTreeItem : TreeViewItem { private AssetInfo m_asset; public AssetInfo asset { get { return m_asset; } } public AssetTreeItem() : base(-1, -1) { } public AssetTreeItem(AssetInfo a) : base(a != null ? a.fullAssetName.GetHashCode() : Random.Range(int.MinValue, int.MaxValue), 0, a != null ? a.displayName : "failed") { m_asset = a; if (a != null) icon = AssetDatabase.GetCachedIcon(a.fullAssetName) as Texture2D; } private Color m_color = new Color(0, 0, 0, 0); public Color itemColor { get { if (m_color.a == 0.0f && m_asset != null) { m_color = m_asset.GetColor(); } return m_color; } set { m_color = value; } } public Texture2D MessageIcon() { return MessageSystem.GetIcon(HighestMessageLevel()); } public MessageType HighestMessageLevel() { return m_asset != null ? m_asset.HighestMessageLevel() : MessageType.Error; } public bool ContainsChild(AssetInfo asset) { bool contains = false; if (children == null) return contains; if (asset == null) return false; foreach (var child in children) { var c = child as AssetTreeItem; if (c != null && c.asset != null && c.asset.fullAssetName == asset.fullAssetName) { contains = true; break; } } return contains; } } public class AssetInfo { public bool isScene { get; set; } public bool isFolder { get; set; } public long fileSize; private HashSet m_Parents; private string m_AssetName; private string m_DisplayName; private string m_BundleName; private MessageSystem.MessageState m_AssetMessages = new MessageSystem.MessageState(); public AssetInfo(string inName, string bundleName="") { fullAssetName = inName; m_BundleName = bundleName; m_Parents = new HashSet(); isScene = false; isFolder = false; } public string fullAssetName { get { return m_AssetName; } set { m_AssetName = value; m_DisplayName = System.IO.Path.GetFileNameWithoutExtension(m_AssetName); //TODO - maybe there's a way to ask the AssetDatabase for this size info. System.IO.FileInfo fileInfo = new System.IO.FileInfo(m_AssetName); if (fileInfo.Exists) fileSize = fileInfo.Length; else fileSize = 0; } } public string displayName { get { return m_DisplayName; } } public string bundleName { get { return m_BundleName == "" ? "auto" : m_BundleName; } } public Color GetColor() { if (m_BundleName == "") return Model.k_LightGrey; else return Color.white; } public bool IsMessageSet(MessageSystem.MessageFlag flag) { return m_AssetMessages.IsSet(flag); } public void SetMessageFlag(MessageSystem.MessageFlag flag, bool on) { m_AssetMessages.SetFlag(flag, on); } public MessageType HighestMessageLevel() { return m_AssetMessages.HighestMessageLevel(); } public IEnumerable GetMessages() { List messages = new List(); if(IsMessageSet(MessageSystem.MessageFlag.SceneBundleConflict)) { var message = displayName + "\n"; if (isScene) message += "Is a scene that is in a bundle with non-scene assets. Scene bundles must have only one or more scene assets."; else message += "Is included in a bundle with a scene. Scene bundles must have only one or more scene assets."; messages.Add(new MessageSystem.Message(message, MessageType.Error)); } if(IsMessageSet(MessageSystem.MessageFlag.DependencySceneConflict)) { var message = displayName + "\n"; message += MessageSystem.GetMessage(MessageSystem.MessageFlag.DependencySceneConflict).message; messages.Add(new MessageSystem.Message(message, MessageType.Error)); } if (IsMessageSet(MessageSystem.MessageFlag.AssetsDuplicatedInMultBundles)) { var bundleNames = AssetBundleModel.Model.CheckDependencyTracker(this); string message = displayName + "\n" + "Is auto-included in multiple bundles:\n"; foreach(var bundleName in bundleNames) { message += bundleName + ", "; } message = message.Substring(0, message.Length - 2);//remove trailing comma. messages.Add(new MessageSystem.Message(message, MessageType.Warning)); } if (m_BundleName == string.Empty && m_Parents.Count > 0) { //TODO - refine the parent list to only include those in the current asset list var message = displayName + "\n" + "Is auto included in bundle(s) due to parent(s): \n"; foreach (var parent in m_Parents) { message += parent + ", "; } message = message.Substring(0, message.Length - 2);//remove trailing comma. messages.Add(new MessageSystem.Message(message, MessageType.Info)); } messages.Add(new MessageSystem.Message(displayName + "\n" + "Path: " + fullAssetName, MessageType.Info)); return messages; } public void AddParent(string name) { m_Parents.Add(name); } public void RemoveParent(string name) { m_Parents.Remove(name); } public string GetSizeString() { if (fileSize == 0) return "--"; return EditorUtility.FormatBytes(fileSize); } List m_dependencies = null; public List GetDependencies() { //TODO - not sure this refreshes enough. need to build tests around that. if (m_dependencies == null) { m_dependencies = new List(); if (AssetDatabase.IsValidFolder(m_AssetName)) { //if we have a folder, its dependencies were already pulled in through alternate means. no need to GatherFoldersAndFiles //GatherFoldersAndFiles(); } else { foreach (var dep in AssetDatabase.GetDependencies(m_AssetName, true)) { if (dep != m_AssetName) { var asset = Model.CreateAsset(dep, this); if (asset != null) m_dependencies.Add(asset); } } } } return m_dependencies; } } }