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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using System.IO;
using System.Text;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
namespace YooAsset.Editor
{
/// <summary>
/// 编辑器工具类
/// </summary>
public static class EditorTools
{
static EditorTools()
{
InitAssembly();
}
#region Assembly
#if UNITY_2019_4_OR_NEWER
private static void InitAssembly()
{
}
/// <summary>
/// 获取带继承关系的所有类的类型
/// </summary>
public static List<Type> GetAssignableTypes(System.Type parentType)
{
TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom(parentType);
return collection.ToList();
}
/// <summary>
/// 获取带有指定属性的所有类的类型
/// </summary>
public static List<Type> GetTypesWithAttribute(System.Type attrType)
{
TypeCache.TypeCollection collection = TypeCache.GetTypesWithAttribute(attrType);
return collection.ToList();
}
#else
private static readonly List<Type> _cacheTypes = new List<Type>(10000);
private static void InitAssembly()
{
_cacheTypes.Clear();
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly in assemblies)
{
List<Type> types = assembly.GetTypes().ToList();
_cacheTypes.AddRange(types);
}
}
/// <summary>
/// 获取带继承关系的所有类的类型
/// </summary>
public static List<Type> GetAssignableTypes(System.Type parentType)
{
List<Type> result = new List<Type>();
for (int i = 0; i < _cacheTypes.Count; i++)
{
Type type = _cacheTypes[i];
if (parentType.IsAssignableFrom(type))
{
if (type.Name == parentType.Name)
continue;
result.Add(type);
}
}
return result;
}
/// <summary>
/// 获取带有指定属性的所有类的类型
/// </summary>
public static List<Type> GetTypesWithAttribute(System.Type attrType)
{
List<Type> result = new List<Type>();
for (int i = 0; i < _cacheTypes.Count; i++)
{
Type type = _cacheTypes[i];
if (type.GetCustomAttribute(attrType) != null)
{
result.Add(type);
}
}
return result;
}
#endif
/// <summary>
/// 调用私有的静态方法
/// </summary>
/// <param name="type">类的类型</param>
/// <param name="method">类里要调用的方法名</param>
/// <param name="parameters">调用方法传入的参数</param>
public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);
if (methodInfo == null)
{
UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
return null;
}
return methodInfo.Invoke(null, parameters);
}
/// <summary>
/// 调用公开的静态方法
/// </summary>
/// <param name="type">类的类型</param>
/// <param name="method">类里要调用的方法名</param>
/// <param name="parameters">调用方法传入的参数</param>
public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);
if (methodInfo == null)
{
UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
return null;
}
return methodInfo.Invoke(null, parameters);
}
#endregion
#region EditorUtility
/// <summary>
/// 搜集资源
/// </summary>
/// <param name="searchType">搜集的资源类型</param>
/// <param name="searchInFolders">指定搜索的文件夹列表</param>
/// <returns>返回搜集到的资源路径列表</returns>
public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders)
{
// 注意AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径
for (int i = 0; i < searchInFolders.Length; i++)
{
string folderPath = searchInFolders[i];
searchInFolders[i] = folderPath.TrimEnd('/');
}
// 注意:获取指定目录下的所有资源对象(包括子文件夹)
string[] guids;
if (searchType == EAssetSearchType.All)
guids = AssetDatabase.FindAssets(string.Empty, searchInFolders);
else
guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);
// 注意AssetDatabase.FindAssets()可能会获取到重复的资源
HashSet<string> result = new HashSet<string>();
for (int i = 0; i < guids.Length; i++)
{
string guid = guids[i];
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (result.Contains(assetPath) == false)
{
result.Add(assetPath);
}
}
// 返回结果
return result.ToArray();
}
/// <summary>
/// 搜集资源
/// </summary>
/// <param name="searchType">搜集的资源类型</param>
/// <param name="searchInFolder">指定搜索的文件夹</param>
/// <returns>返回搜集到的资源路径列表</returns>
public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder)
{
return FindAssets(searchType, new string[] { searchInFolder });
}
/// <summary>
/// 打开搜索面板
/// </summary>
/// <param name="title">标题名称</param>
/// <param name="defaultPath">默认搜索路径</param>
/// <returns>返回选择的文件夹绝对路径如果无效返回NULL</returns>
public static string OpenFolderPanel(string title, string defaultPath, string defaultName = "")
{
string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, defaultName);
if (string.IsNullOrEmpty(openPath))
return null;
if (openPath.Contains("/Assets") == false)
{
Debug.LogWarning("Please select unity assets folder.");
return null;
}
return openPath;
}
/// <summary>
/// 打开搜索面板
/// </summary>
/// <param name="title">标题名称</param>
/// <param name="defaultPath">默认搜索路径</param>
/// <returns>返回选择的文件绝对路径如果无效返回NULL</returns>
public static string OpenFilePath(string title, string defaultPath, string extension = "")
{
string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension);
if (string.IsNullOrEmpty(openPath))
return null;
if (openPath.Contains("/Assets") == false)
{
Debug.LogWarning("Please select unity assets file.");
return null;
}
return openPath;
}
/// <summary>
/// 显示进度框
/// </summary>
public static void DisplayProgressBar(string tips, int progressValue, int totalValue)
{
EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue);
}
/// <summary>
/// 隐藏进度框
/// </summary>
public static void ClearProgressBar()
{
EditorUtility.ClearProgressBar();
}
#endregion
#region EditorWindow
public static void FocusUnitySceneWindow()
{
EditorWindow.FocusWindowIfItsOpen<SceneView>();
}
public static void CloseUnityGameWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
EditorWindow.GetWindow(T, false, "GameView", true).Close();
}
public static void FocusUnityGameWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
EditorWindow.GetWindow(T, false, "GameView", true);
}
public static void FocueUnityProjectWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser");
EditorWindow.GetWindow(T, false, "Project", true);
}
public static void FocusUnityHierarchyWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow");
EditorWindow.GetWindow(T, false, "Hierarchy", true);
}
public static void FocusUnityInspectorWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow");
EditorWindow.GetWindow(T, false, "Inspector", true);
}
public static void FocusUnityConsoleWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow");
EditorWindow.GetWindow(T, false, "Console", true);
}
#endregion
#region EditorConsole
private static MethodInfo _clearConsoleMethod;
private static MethodInfo ClearConsoleMethod
{
get
{
if (_clearConsoleMethod == null)
{
Assembly assembly = Assembly.GetAssembly(typeof(SceneView));
System.Type logEntries = assembly.GetType("UnityEditor.LogEntries");
_clearConsoleMethod = logEntries.GetMethod("Clear");
}
return _clearConsoleMethod;
}
}
/// <summary>
/// 清空控制台
/// </summary>
public static void ClearUnityConsole()
{
ClearConsoleMethod.Invoke(new object(), null);
}
#endregion
#region SceneUtility
public static bool HasDirtyScenes()
{
var sceneCount = EditorSceneManager.sceneCount;
for (var i = 0; i < sceneCount; ++i)
{
var scene = EditorSceneManager.GetSceneAt(i);
if (scene.isDirty)
return true;
}
return false;
}
#endregion
#region StringUtility
public static string RemoveFirstChar(string str)
{
if (string.IsNullOrEmpty(str))
return str;
return str.Substring(1);
}
public static string RemoveLastChar(string str)
{
if (string.IsNullOrEmpty(str))
return str;
return str.Substring(0, str.Length - 1);
}
public static List<string> StringToStringList(string str, char separator)
{
List<string> result = new List<string>();
if (!String.IsNullOrEmpty(str))
{
string[] splits = str.Split(separator);
foreach (string split in splits)
{
string value = split.Trim(); //移除首尾空格
if (!String.IsNullOrEmpty(value))
{
result.Add(value);
}
}
}
return result;
}
public static T NameToEnum<T>(string name)
{
if (Enum.IsDefined(typeof(T), name) == false)
{
throw new ArgumentException($"Enum {typeof(T)} is not defined name {name}");
}
return (T)Enum.Parse(typeof(T), name);
}
#endregion
#region
/// <summary>
/// 创建文件所在的目录
/// </summary>
/// <param name="filePath">文件路径</param>
public static void CreateFileDirectory(string filePath)
{
string destDirectory = Path.GetDirectoryName(filePath);
CreateDirectory(destDirectory);
}
/// <summary>
/// 创建文件夹
/// </summary>
public static bool CreateDirectory(string directory)
{
if (Directory.Exists(directory) == false)
{
Directory.CreateDirectory(directory);
return true;
}
else
{
return false;
}
}
/// <summary>
/// 删除文件夹及子目录
/// </summary>
public static bool DeleteDirectory(string directory)
{
if (Directory.Exists(directory))
{
Directory.Delete(directory, true);
return true;
}
else
{
return false;
}
}
/// <summary>
/// 文件重命名
/// </summary>
public static void FileRename(string filePath, string newName)
{
string dirPath = Path.GetDirectoryName(filePath);
string destPath;
if (Path.HasExtension(filePath))
{
string extentsion = Path.GetExtension(filePath);
destPath = $"{dirPath}/{newName}{extentsion}";
}
else
{
destPath = $"{dirPath}/{newName}";
}
FileInfo fileInfo = new FileInfo(filePath);
fileInfo.MoveTo(destPath);
}
/// <summary>
/// 移动文件
/// </summary>
public static void MoveFile(string filePath, string destPath)
{
if (File.Exists(destPath))
File.Delete(destPath);
FileInfo fileInfo = new FileInfo(filePath);
fileInfo.MoveTo(destPath);
}
/// <summary>
/// 拷贝文件夹
/// 注意:包括所有子目录的文件
/// </summary>
public static void CopyDirectory(string sourcePath, string destPath)
{
sourcePath = EditorTools.GetRegularPath(sourcePath);
// If the destination directory doesn't exist, create it.
if (Directory.Exists(destPath) == false)
Directory.CreateDirectory(destPath);
string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories);
foreach (string file in fileList)
{
string temp = EditorTools.GetRegularPath(file);
string savePath = temp.Replace(sourcePath, destPath);
CopyFile(file, savePath, true);
}
}
/// <summary>
/// 拷贝文件
/// </summary>
public static void CopyFile(string sourcePath, string destPath, bool overwrite)
{
if (File.Exists(sourcePath) == false)
throw new FileNotFoundException(sourcePath);
// 创建目录
CreateFileDirectory(destPath);
// 复制文件
File.Copy(sourcePath, destPath, overwrite);
}
/// <summary>
/// 清空文件夹
/// </summary>
/// <param name="folderPath">要清理的文件夹路径</param>
public static void ClearFolder(string directoryPath)
{
if (Directory.Exists(directoryPath) == false)
return;
// 删除文件
string[] allFiles = Directory.GetFiles(directoryPath);
for (int i = 0; i < allFiles.Length; i++)
{
File.Delete(allFiles[i]);
}
// 删除文件夹
string[] allFolders = Directory.GetDirectories(directoryPath);
for (int i = 0; i < allFolders.Length; i++)
{
Directory.Delete(allFolders[i], true);
}
}
/// <summary>
/// 获取文件字节大小
/// </summary>
public static long GetFileSize(string filePath)
{
FileInfo fileInfo = new FileInfo(filePath);
return fileInfo.Length;
}
/// <summary>
/// 读取文件的所有文本内容
/// </summary>
public static string ReadFileAllText(string filePath)
{
if (File.Exists(filePath) == false)
return string.Empty;
return File.ReadAllText(filePath, Encoding.UTF8);
}
/// <summary>
/// 读取文本的所有文本内容
/// </summary>
public static string[] ReadFileAllLine(string filePath)
{
if (File.Exists(filePath) == false)
return null;
return File.ReadAllLines(filePath, Encoding.UTF8);
}
/// <summary>
/// 检测AssetBundle文件是否合法
/// </summary>
public static bool CheckBundleFileValid(byte[] fileData)
{
string signature = ReadStringToNull(fileData, 20);
if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA")
return true;
else
return false;
}
private static string ReadStringToNull(byte[] data, int maxLength)
{
List<byte> bytes = new List<byte>();
for (int i = 0; i < data.Length; i++)
{
if (i >= maxLength)
break;
byte bt = data[i];
if (bt == 0)
break;
bytes.Add(bt);
}
if (bytes.Count == 0)
return string.Empty;
else
return Encoding.UTF8.GetString(bytes.ToArray());
}
#endregion
#region
/// <summary>
/// 获取规范的路径
/// </summary>
public static string GetRegularPath(string path)
{
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
}
/// <summary>
/// 移除路径里的后缀名
/// </summary>
public static string RemoveExtension(string str)
{
if (string.IsNullOrEmpty(str))
return str;
int index = str.LastIndexOf('.');
if (index == -1)
return str;
else
return str.Remove(index); //"assets/config/test.unity3d" --> "assets/config/test"
}
/// <summary>
/// 获取项目工程路径
/// </summary>
public static string GetProjectPath()
{
string projectPath = Path.GetDirectoryName(Application.dataPath);
return GetRegularPath(projectPath);
}
/// <summary>
/// 转换文件的绝对路径为Unity资源路径
/// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt
/// </summary>
public static string AbsolutePathToAssetPath(string absolutePath)
{
string content = GetRegularPath(absolutePath);
return Substring(content, "Assets/", true);
}
/// <summary>
/// 转换Unity资源路径为文件的绝对路径
/// 例如Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt
/// </summary>
public static string AssetPathToAbsolutePath(string assetPath)
{
string projectPath = GetProjectPath();
return $"{projectPath}/{assetPath}";
}
/// <summary>
/// 递归查找目标文件夹路径
/// </summary>
/// <param name="root">搜索的根目录</param>
/// <param name="folderName">目标文件夹名称</param>
/// <returns>返回找到的文件夹路径,如果没有找到返回空字符串</returns>
public static string FindFolder(string root, string folderName)
{
DirectoryInfo rootInfo = new DirectoryInfo(root);
DirectoryInfo[] infoList = rootInfo.GetDirectories();
for (int i = 0; i < infoList.Length; i++)
{
string fullPath = infoList[i].FullName;
if (infoList[i].Name == folderName)
return fullPath;
string result = FindFolder(fullPath, folderName);
if (string.IsNullOrEmpty(result) == false)
return result;
}
return string.Empty;
}
/// <summary>
/// 截取字符串
/// 获取匹配到的后面内容
/// </summary>
/// <param name="content">内容</param>
/// <param name="key">关键字</param>
/// <param name="includeKey">分割的结果里是否包含关键字</param>
/// <param name="searchBegin">是否使用初始匹配的位置,否则使用末尾匹配的位置</param>
public static string Substring(string content, string key, bool includeKey, bool firstMatch = true)
{
if (string.IsNullOrEmpty(key))
return content;
int startIndex = -1;
if (firstMatch)
startIndex = content.IndexOf(key); //返回子字符串第一次出现位置
else
startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置
// 如果没有找到匹配的关键字
if (startIndex == -1)
return content;
if (includeKey)
return content.Substring(startIndex);
else
return content.Substring(startIndex + key.Length);
}
#endregion
}
}