rabidus-test/Assets/Dreamteck/Utilities/Editor/ResourceUtility.cs

1 line
5.4 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using UnityEngine;using System.Collections;using System.IO;using UnityEditor;namespace Dreamteck{ public static class ResourceUtility { private static string dreamteckFolder; private static string dreamteckLocalFolder; private static bool directoryIsValid = false; static ResourceUtility() { string defaultPath = Application.dataPath + "/Dreamteck"; dreamteckFolder = EditorPrefs.GetString("Dreamteck.ResourceUtility.dreamteckProjectFolder", defaultPath); if (!dreamteckFolder.StartsWith(Application.dataPath)) { dreamteckFolder = defaultPath; } if (!Directory.Exists(dreamteckFolder)) { dreamteckFolder = FindFolder(Application.dataPath, "Dreamteck"); directoryIsValid = Directory.Exists(dreamteckFolder); } else { directoryIsValid = true; } if (directoryIsValid) { dreamteckLocalFolder = dreamteckFolder.Substring(Application.dataPath.Length + 1); EditorPrefs.SetString("Dreamteck.ResourceUtility.dreamteckProjectFolder", dreamteckFolder); } } //Attempts to find the input directory pattern inside a given directory and if it fails, proceeds with looking up all subfolders public static string FindFolder(string dir, string folderPattern) { if (folderPattern.StartsWith("/")) folderPattern = folderPattern.Substring(1); if (!dir.EndsWith("/")) dir += "/"; if (folderPattern == "") return ""; string[] folders = folderPattern.Split('/'); if (folders.Length == 0) return ""; string foundDir = ""; try { foreach (string d in Directory.GetDirectories(dir)) { DirectoryInfo dirInfo = new DirectoryInfo(d); if (dirInfo.Name == folders[0]) { foundDir = d; string searchDir = FindFolder(d, string.Join("/", folders, 1, folders.Length - 1)); if (searchDir != "") { foundDir = searchDir; break; } } } if (foundDir == "") { foreach (string d in Directory.GetDirectories(dir)) { foundDir = FindFolder(d, string.Join("/", folders)); if (foundDir != "") break; } } } catch (System.Exception excpt) { Debug.LogError(excpt.Message); return ""; } return foundDir; } public static Texture2D LoadTexture(string dreamteckPath, string textureFileName) { string path = Application.dataPath + "/Dreamteck/" + dreamteckPath; if (!Directory.Exists(path)) { path = FindFolder(Application.dataPath, "Dreamteck/" + dreamteckPath); if (!Directory.Exists(path)) return null; } if (!File.Exists(path + "/" + textureFileName)) return null; byte[] bytes = File.ReadAllBytes(path + "/" + textureFileName); Texture2D result = new Texture2D(1, 1); result.name = textureFileName; result.LoadImage(bytes); return result; } public static Texture2D LoadTexture(string path) { if (!File.Exists(path)) return null; byte[] bytes = File.ReadAllBytes(path); Texture2D result = new Texture2D(1, 1); FileInfo finfo = new FileInfo(path); result.name = finfo.Name; result.LoadImage(bytes); return result; } public static Texture2D[] EditorLoadTextures(string dreamteckLocalPath) { string path = "Assets/" + dreamteckLocalFolder + "/" + dreamteckLocalPath; string[] textureGUIDs = AssetDatabase.FindAssets("t:texture2d", new string[] { path }); Texture2D[] textures = new Texture2D[textureGUIDs.Length]; for (int i = 0; i < textureGUIDs.Length; i++) { textures[i] = AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(textureGUIDs[i])); } return textures; } public static Texture2D EditorLoadTexture(string dreamteckLocalPath, string textureName) { string path = "Assets/" + dreamteckLocalFolder + "/" + dreamteckLocalPath; string[] textureGUIDs = AssetDatabase.FindAssets(textureName + " t:texture2D", new string[] { path }); Texture2D texture = null; if (textureGUIDs.Length > 0) { texture = AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(textureGUIDs[0])); } return texture; } }}