forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			620 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			620 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
#if UNITY_EDITOR
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using FishNet.Configuring;
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using FishNet.Managing.Object;
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using FishNet.Object;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityDebug = UnityEngine.Debug;
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namespace FishNet.Editing.PrefabCollectionGenerator
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{
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    internal sealed class Generator : AssetPostprocessor
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    {
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        public Generator()
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        {
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            if (!_subscribed)
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            {
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                _subscribed = true;
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                EditorApplication.update += OnEditorUpdate;
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            }
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        }
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        ~Generator()
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        {
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            if (_subscribed)
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            {
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                _subscribed = false;
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                EditorApplication.update -= OnEditorUpdate;
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            }
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        }
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        #region Types.
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        private struct SpecifiedFolder
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        {
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            public string Path;
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            public bool Recursive;
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            public SpecifiedFolder(string path, bool recursive)
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            {
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                Path = path;
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                Recursive = recursive;
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            }
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        }
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        #endregion
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        #region Public.
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        /// <summary>
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        /// True to ignore post process changes.
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        /// </summary>
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        public static bool IgnorePostProcess = false;
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        #endregion
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        #region Private.
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        /// <summary>
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        /// Last asset to import when there was only one imported asset and no other changes.
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        /// </summary>
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        private static string _lastSingleImportedAsset = string.Empty;
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        /// <summary>
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        /// Cached DefaultPrefabObjects reference.
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        /// </summary>
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        private static DefaultPrefabObjects _cachedDefaultPrefabs;
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        /// <summary>
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        /// True to refresh prefabs next update.
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        /// </summary>
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        private static bool _retryRefreshDefaultPrefabs;
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        /// <summary>
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        /// True if already subscribed to EditorApplication.Update.
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        /// </summary>
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        private static bool _subscribed;
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        /// <summary>
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        /// True if ran once since editor started.
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        /// </summary>
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        [System.NonSerialized]
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        private static bool _ranOnce;
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        /// <summary>
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        /// Last paths of updated nobs during a changed update.
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        /// </summary>
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        [System.NonSerialized]
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        private static List<string> _lastUpdatedNamePaths = new List<string>();
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        /// <summary>
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        /// Last frame changed was updated.
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        /// </summary>
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        [System.NonSerialized]
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        private static int _lastUpdatedFrame = -1;
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        /// <summary>
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        /// Length of assets strings during the last update.
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        /// </summary>
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        [System.NonSerialized]
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        private static int _lastUpdatedLengths = -1;
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        #endregion
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        public static string[] GetPrefabFiles(string startingPath, HashSet<string> excludedPaths, bool recursive)
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        {
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            //Opportunity to exit early if there are no excluded paths.
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            if (excludedPaths.Count == 0)
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            {
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                string[] strResults = Directory.GetFiles(startingPath, "*.prefab", SearchOption.AllDirectories);
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                return strResults;
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            }
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            //starting path is excluded.
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            if (excludedPaths.Contains(startingPath))
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                return new string[0];
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            //Folders remaining to be iterated.
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            List<string> enumeratedCollection = new List<string>() { startingPath };
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            //Only check other directories if recursive.
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            if (recursive)
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            {
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                //Find all folders which aren't excluded.
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                for (int i = 0; i < enumeratedCollection.Count; i++)
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                {
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                    string[] allFolders = Directory.GetDirectories(enumeratedCollection[i], "*", SearchOption.TopDirectoryOnly);
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                    for (int z = 0; z < allFolders.Length; z++)
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                    {
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                        string current = allFolders[z];
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                        //Not excluded.
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                        if (!excludedPaths.Contains(current))
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                            enumeratedCollection.Add(current);
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                    }
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                }
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            }
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            //Valid prefab files.
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            List<string> results = new List<string>();
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            //Build files from folders.
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            int count = enumeratedCollection.Count;
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            for (int i = 0; i < count; i++)
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            {
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                string[] r = Directory.GetFiles(enumeratedCollection[i], "*.prefab", SearchOption.TopDirectoryOnly);
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                results.AddRange(r);
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            }
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            return results.ToArray();
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        }
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        /// <summary>
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        /// Removes paths which may overlap each other, such as sub directories.
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        /// </summary>
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        private static void RemoveOverlappingFolders(List<SpecifiedFolder> folders)
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        {
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            for (int z = 0; z < folders.Count; z++)
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            {
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                for (int i = 0; i < folders.Count; i++)
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                {
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                    //Do not check against self.
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                    if (i == z)
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                        continue;
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                    //Duplicate.
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                    if (folders[z].Path.Equals(folders[i].Path, System.StringComparison.OrdinalIgnoreCase))
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                    {
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                        UnityDebug.LogError($"The same path is specified multiple times in the DefaultPrefabGenerator settings. Remove the duplicate to clear this error.");
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                        folders.RemoveAt(i);
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                        break;
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                    }
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                    /* We are checking if i can be within
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                     * z. This is only possible if i is longer
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                     * than z. */
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                    if (folders[i].Path.Length < folders[z].Path.Length)
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                        continue;
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                    /* Do not need to check if not recursive.
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                     * Only recursive needs to be checked because
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                     * a shorter recursive path could contain
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                     * a longer path. */
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                    if (!folders[z].Recursive)
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                        continue;
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                    //Compare paths.
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                    string zPath = GetPathWithSeparator(folders[z].Path);
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                    string iPath = zPath.Substring(0, zPath.Length);
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                    //If paths match.
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                    if (iPath.Equals(zPath, System.StringComparison.OrdinalIgnoreCase))
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                    {
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                        UnityDebug.LogError($"Path {folders[i].Path} is included within recursive path {folders[z].Path}. Remove path {folders[i].Path} to clear this error.");
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                        folders.RemoveAt(i);
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                        break;
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                    }
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                }
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            }
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            string GetPathWithSeparator(string txt)
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            {
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                return txt.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar)
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                    + Path.DirectorySeparatorChar;
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            }
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        }
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        /// <summary>
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        /// Returns a message to attach to logs if objects were dirtied.
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        /// </summary>
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        private static string GetDirtiedMessage(PrefabGeneratorConfigurations settings, bool dirtied)
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        {
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            if (!settings.SaveChanges && dirtied)
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                return " One or more NetworkObjects were dirtied. Please save your project.";
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            else
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                return string.Empty;
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        }
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        /// <summary>
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        /// Updates prefabs by using only changed information.
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        /// </summary>
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        public static void GenerateChanged(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths, PrefabGeneratorConfigurations settings = null)
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        {
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            if (settings == null)
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                settings = Configuration.Configurations.PrefabGenerator;
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            if (!settings.Enabled)
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                return;
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            bool log = settings.LogToConsole;
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            Stopwatch sw = (log) ? Stopwatch.StartNew() : null;
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            DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
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            //No need to error if nto found, GetDefaultPrefabObjects will.
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            if (prefabCollection == null)
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                return;
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            int assetsLength = (importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length);
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            List<string> changedNobPaths = new List<string>();
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            System.Type goType = typeof(UnityEngine.GameObject);
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            IterateAssetCollection(importedAssets);
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            IterateAssetCollection(movedAssets);
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            //True if dirtied by changes.
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            bool dirtied;
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            //First remove null entries.
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            int startCount = prefabCollection.GetObjectCount();
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            prefabCollection.RemoveNull();
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            dirtied = (prefabCollection.GetObjectCount() != startCount);
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            //First index which new objects will be added to.
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            int firstAddIndex = (prefabCollection.GetObjectCount() - 1);
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            //Iterates strings adding prefabs to collection.
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            void IterateAssetCollection(string[] c)
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            {
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                foreach (string item in c)
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                {
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                    System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(item);
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                    if (assetType != goType)
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                        continue;
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                    NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(item);
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                    if (nob != null)
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                    {
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                        changedNobPaths.Add(item);
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                        prefabCollection.AddObject(nob, true);
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                        dirtied = true;
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                    }
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                }
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            }
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            //To prevent out of range.
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            if (firstAddIndex < 0 || firstAddIndex >= prefabCollection.GetObjectCount())
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                firstAddIndex = 0;
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            dirtied |= prefabCollection.SetAssetPathHashes(firstAddIndex);
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            if (log && dirtied)
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                UnityDebug.Log($"Default prefab generator updated prefabs in {sw.ElapsedMilliseconds}ms.{GetDirtiedMessage(settings, dirtied)}");
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            //Check for redundancy.
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            int frameCount = Time.frameCount;
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            int changedCount = changedNobPaths.Count;
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            if (frameCount == _lastUpdatedFrame && assetsLength == _lastUpdatedLengths && (changedCount == _lastUpdatedNamePaths.Count) && changedCount > 0)
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            {
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                bool allMatch = true;
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                for (int i = 0; i < changedCount; i++)
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                {
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                    if (changedNobPaths[i] != _lastUpdatedNamePaths[i])
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                    {
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                        allMatch = false;
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                        break;
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                    }
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                }
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                /* If the import results are the same as the last attempt, on the same frame
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                 * then there is likely an issue saving the assets. */
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                if (allMatch)
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                {
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                    //Unset dirtied to prevent a save.
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                    dirtied = false;
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                    //Log this no matter what, it's critical.
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                    UnityDebug.LogError($"Default prefab generator had a problem saving one or more assets. " +
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                        $"This usually occurs when the assets cannot be saved due to missing scripts or serialization errors. " +
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                        $"Please see above any prefabs which could not save any make corrections.");
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                }
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            }
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            //Set last values.
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            _lastUpdatedFrame = Time.frameCount;
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            _lastUpdatedNamePaths = changedNobPaths;
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            _lastUpdatedLengths = assetsLength;
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            EditorUtility.SetDirty(prefabCollection);
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            if (dirtied && settings.SaveChanges)
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                AssetDatabase.SaveAssets();
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        }
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        /// <summary>
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        /// Generates prefabs by iterating all files within settings parameters.
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        /// </summary>
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        public static void GenerateFull(PrefabGeneratorConfigurations settings = null, bool forced = false)
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        {
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            if (settings == null)
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                settings = Configuration.Configurations.PrefabGenerator;
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            if (!forced && !settings.Enabled)
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                return;
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            bool log = settings.LogToConsole;
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            Stopwatch sw = (log) ? Stopwatch.StartNew() : null;
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            List<NetworkObject> foundNobs = new List<NetworkObject>();
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            HashSet<string> excludedPaths = new HashSet<string>(settings.ExcludedFolders);
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            //If searching the entire project.
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            if (settings.SearchScope == (int)SearchScopeType.EntireProject)
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            {
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                foreach (string path in GetPrefabFiles("Assets", excludedPaths, true))
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                {
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                    NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
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                    if (nob != null)
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                        foundNobs.Add(nob);
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                }
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            }
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            //Specific folders.
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            else if (settings.SearchScope == (int)SearchScopeType.SpecificFolders)
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            {
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                List<SpecifiedFolder> folders = GetSpecifiedFolders(settings.IncludedFolders.ToList());
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                RemoveOverlappingFolders(folders);
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                foreach (SpecifiedFolder sf in folders)
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                {
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                    //If specified folder doesn't exist then continue.
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                    if (!Directory.Exists(sf.Path))
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                        continue;
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                    foreach (string path in GetPrefabFiles(sf.Path, excludedPaths, sf.Recursive))
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                    {
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                        NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(path);
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                        if (nob != null)
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                            foundNobs.Add(nob);
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                    }
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                }
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            }
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            //Unhandled.
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            else
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            {
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                UnityDebug.LogError($"{settings.SearchScope} is not handled; default prefabs will not generator properly.");
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            }
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            DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects(settings);
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            //No need to error if not found, GetDefaultPrefabObjects will throw.
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            if (prefabCollection == null)
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                return;
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            //Clear and add built list.
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            prefabCollection.Clear();
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            prefabCollection.AddObjects(foundNobs, false);
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            bool dirtied = prefabCollection.SetAssetPathHashes(0);
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            int newCount = prefabCollection.GetObjectCount();
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            if (log)
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            {
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                string dirtiedMessage = (newCount > 0) ? GetDirtiedMessage(settings, dirtied) : string.Empty;
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                UnityDebug.Log($"Default prefab generator found {newCount} prefabs in {sw.ElapsedMilliseconds}ms.{dirtiedMessage}");
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            }
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            //Only set dirty if and save if prefabs were found.
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            if (newCount > 0)
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            {
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                EditorUtility.SetDirty(prefabCollection);
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                if (settings.SaveChanges)
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                    AssetDatabase.SaveAssets();
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            }
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        }
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        /// <summary>
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        /// Iterates folders building them into SpecifiedFolders.
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        /// </summary>
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        private static List<SpecifiedFolder> GetSpecifiedFolders(List<string> folders)
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        {
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            List<SpecifiedFolder> results = new List<SpecifiedFolder>();
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            //Remove astericks.
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            foreach (string path in folders)
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            {
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                int pLength = path.Length;
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                if (pLength == 0)
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                    continue;
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                bool recursive;
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                string p;
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                //If the last character indicates resursive.
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                if (path.Substring(pLength - 1, 1) == "*")
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                {
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                    p = path.Substring(0, pLength - 1);
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                    recursive = true;
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                }
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                else
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                {
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                    p = path;
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                    recursive = false;
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                }
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                results.Add(new SpecifiedFolder(p, recursive));
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            }
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            return results;
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        }
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        /// <summary>
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        /// Returns the DefaultPrefabObjects file.
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        /// </summary>
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        private static DefaultPrefabObjects GetDefaultPrefabObjects(PrefabGeneratorConfigurations settings = null)
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        {
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            if (settings == null)
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                settings = Configuration.Configurations.PrefabGenerator;
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            //Load the prefab collection 
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            string defaultPrefabsPath = settings.DefaultPrefabObjectsPath;
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            defaultPrefabsPath = defaultPrefabsPath.Replace(@"\", "/");
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            string fullDefaultPrefabsPath = (defaultPrefabsPath.Length > 0) ? Path.GetFullPath(defaultPrefabsPath) : string.Empty;
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            //If cached prefabs is not the same path as assetPath.
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            if (_cachedDefaultPrefabs != null)
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            {
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                string unityAssetPath = AssetDatabase.GetAssetPath(_cachedDefaultPrefabs);
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                string fullCachedPath = (unityAssetPath.Length > 0) ? Path.GetFullPath(unityAssetPath) : string.Empty;
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                if (fullCachedPath != fullDefaultPrefabsPath)
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                    _cachedDefaultPrefabs = null;
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            } 
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            //If cached is null try to get it.
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            if (_cachedDefaultPrefabs == null)
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            {
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                //Only try to load it if file exist.
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                if (File.Exists(fullDefaultPrefabsPath))
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                {
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                    _cachedDefaultPrefabs = AssetDatabase.LoadAssetAtPath<DefaultPrefabObjects>(defaultPrefabsPath);
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                    if (_cachedDefaultPrefabs == null)
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                    {
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                        //If already retried then throw an error.
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                        if (_retryRefreshDefaultPrefabs)
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                        {
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                            UnityDebug.LogError("DefaultPrefabObjects file exists but it could not be loaded by Unity. Use the Fish-Networking menu to Refresh Default Prefabs.");
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                        }
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                        else
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                        {
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                            UnityDebug.Log("DefaultPrefabObjects file exists but it could not be loaded by Unity. Trying to reload the file next frame.");
 | 
						|
                            _retryRefreshDefaultPrefabs = true;
 | 
						|
                        }
 | 
						|
                        return null;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            if (_cachedDefaultPrefabs == null)
 | 
						|
            {
 | 
						|
                string fullPath = Path.GetFullPath(defaultPrefabsPath);
 | 
						|
                UnityDebug.Log($"Creating a new DefaultPrefabsObject at {fullPath}.");
 | 
						|
                string directory = Path.GetDirectoryName(fullPath);
 | 
						|
 | 
						|
                if (!Directory.Exists(directory))
 | 
						|
                { 
 | 
						|
                    Directory.CreateDirectory(directory);
 | 
						|
                    AssetDatabase.Refresh();
 | 
						|
                }
 | 
						|
 | 
						|
                _cachedDefaultPrefabs = ScriptableObject.CreateInstance<DefaultPrefabObjects>();
 | 
						|
                AssetDatabase.CreateAsset(_cachedDefaultPrefabs, defaultPrefabsPath);
 | 
						|
                AssetDatabase.SaveAssets();
 | 
						|
            }
 | 
						|
 | 
						|
            if (_cachedDefaultPrefabs != null && _retryRefreshDefaultPrefabs)
 | 
						|
                UnityDebug.Log("DefaultPrefabObjects found on the second iteration.");
 | 
						|
            return _cachedDefaultPrefabs;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Called every frame the editor updates.
 | 
						|
        /// </summary>
 | 
						|
        private static void OnEditorUpdate()
 | 
						|
        {
 | 
						|
            if (!_retryRefreshDefaultPrefabs)
 | 
						|
                return;
 | 
						|
 | 
						|
            GenerateFull();
 | 
						|
            _retryRefreshDefaultPrefabs = false;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Called by Unity when assets are modified.
 | 
						|
        /// </summary>
 | 
						|
        private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 | 
						|
        {
 | 
						|
            if (Application.isPlaying)
 | 
						|
                return;
 | 
						|
            //If retrying next frame don't bother updating, next frame will do a full refresh.
 | 
						|
            if (_retryRefreshDefaultPrefabs)
 | 
						|
                return;
 | 
						|
            //Post process is being ignored. Could be temporary or user has disabled this feature.
 | 
						|
            if (IgnorePostProcess)
 | 
						|
                return;
 | 
						|
            /* Don't iterate if updating or compiling as that could cause an infinite loop
 | 
						|
             * due to the prefabs being generated during an update, which causes the update
 | 
						|
             * to start over, which causes the generator to run again, which... you get the idea. */
 | 
						|
            if (EditorApplication.isCompiling)
 | 
						|
                return;
 | 
						|
 | 
						|
            DefaultPrefabObjects prefabCollection = GetDefaultPrefabObjects();
 | 
						|
            if (prefabCollection == null)
 | 
						|
                return;
 | 
						|
            PrefabGeneratorConfigurations settings = Configuration.Configurations.PrefabGenerator;
 | 
						|
 | 
						|
            if (prefabCollection.GetObjectCount() == 0)
 | 
						|
            {
 | 
						|
                //If there are no prefabs then do a full rebuild. Odds of there being none are pretty much nill.
 | 
						|
                GenerateFull(settings);
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                int totalChanges = importedAssets.Length + deletedAssets.Length + movedAssets.Length + movedFromAssetPaths.Length;
 | 
						|
                //Nothing has changed. This shouldn't occur but unity is funny so we're going to check anyway.
 | 
						|
                if (totalChanges == 0)
 | 
						|
                    return;
 | 
						|
 | 
						|
                //normalizes path.
 | 
						|
                string dpoPath = Path.GetFullPath(settings.DefaultPrefabObjectsPath);
 | 
						|
                //If total changes is 1 and the only changed file is the default prefab collection then do nothing.
 | 
						|
                if (totalChanges == 1)
 | 
						|
                {
 | 
						|
                    //Do not need to check movedFromAssetPaths because that's not possible for this check.
 | 
						|
                    if ((importedAssets.Length == 1 && Path.GetFullPath(importedAssets[0]) == dpoPath)
 | 
						|
                        || (deletedAssets.Length == 1 && Path.GetFullPath(deletedAssets[0]) == dpoPath)
 | 
						|
                        || (movedAssets.Length == 1 && Path.GetFullPath(movedAssets[0]) == dpoPath))
 | 
						|
                        return;
 | 
						|
 | 
						|
                    /* If the only change is an import then check if the imported file
 | 
						|
                     * is the same as the last, and if so check into returning early.
 | 
						|
                     * For some reason occasionally when files are saved unity runs postprocess
 | 
						|
                     * multiple times on the same file. */
 | 
						|
                    string imported = (importedAssets.Length == 1) ? importedAssets[0] : null;
 | 
						|
                    if (imported != null && imported == _lastSingleImportedAsset)
 | 
						|
                    {
 | 
						|
                        //If here then the file is the same. Make sure it's already in the collection before returning.
 | 
						|
                        System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(imported);
 | 
						|
                        //Not a gameObject, no reason to continue.
 | 
						|
                        if (assetType != typeof(GameObject))
 | 
						|
                            return;
 | 
						|
 | 
						|
                        NetworkObject nob = AssetDatabase.LoadAssetAtPath<NetworkObject>(imported);
 | 
						|
                        //If is a networked object.
 | 
						|
                        if (nob != null)
 | 
						|
                        {
 | 
						|
                            //Already added!
 | 
						|
                            if (prefabCollection.Prefabs.Contains(nob))
 | 
						|
                                return;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                    else if (imported != null)
 | 
						|
                    {
 | 
						|
                        _lastSingleImportedAsset = imported;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
 | 
						|
                bool fullRebuild = settings.FullRebuild;
 | 
						|
                /* If updating FN. This needs to be done a better way.
 | 
						|
                 * Parsing the actual version file would be better. 
 | 
						|
                 * I'll get to it next release. */
 | 
						|
                if (!_ranOnce)
 | 
						|
                {
 | 
						|
                    _ranOnce = true;
 | 
						|
                    fullRebuild = true;
 | 
						|
                }
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    CheckForVersionFile(importedAssets);
 | 
						|
                    CheckForVersionFile(deletedAssets);
 | 
						|
                    CheckForVersionFile(movedAssets);
 | 
						|
                    CheckForVersionFile(movedFromAssetPaths);
 | 
						|
                }
 | 
						|
 | 
						|
                /* See if any of the changed files are the version file.
 | 
						|
                * A new version file suggests an update. Granted, this could occur if
 | 
						|
                * other assets imported a new version file as well but better
 | 
						|
                * safe than sorry. */
 | 
						|
                void CheckForVersionFile(string[] arr)
 | 
						|
                {
 | 
						|
                    string targetText = "VERSION.txt".ToLower();
 | 
						|
                    int targetLength = targetText.Length;
 | 
						|
 | 
						|
                    for (int i = 0; i < arr.Length; i++)
 | 
						|
                    {
 | 
						|
                        string item = arr[i];
 | 
						|
                        int itemLength = item.Length;
 | 
						|
                        if (itemLength < targetLength)
 | 
						|
                            continue;
 | 
						|
 | 
						|
                        item = item.ToLower();
 | 
						|
                        int startIndex = (itemLength - targetLength);
 | 
						|
                        if (item.Substring(startIndex, targetLength) == targetText)
 | 
						|
                        {
 | 
						|
                            fullRebuild = true;
 | 
						|
                            return;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                if (fullRebuild)
 | 
						|
                    GenerateFull(settings);
 | 
						|
                else
 | 
						|
                    GenerateChanged(importedAssets, deletedAssets, movedAssets, movedFromAssetPaths, settings);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
#endif
 |