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