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AssetDatabaseUtils.cs
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103 lines (88 loc) · 3.5 KB
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///
/// AssetDatabaseUtils by Nothke
///
/// Provides a few useful functions to help with AssetDatabase usage.
/// Make sure to not use any of the methods at runtime, as these are editor only methods
/// (surround with #if UNITY_EDITOR if using inside runtime scripts).
///
/// ============================================================================
///
/// MIT License
///
/// Copyright(c) 2021 Ivan Notaroš
///
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in all
/// copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
/// SOFTWARE.
///
/// ============================================================================
///
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
namespace Nothke.Utils
{
public static class AssetDatabaseUtils
{
public static bool AssetExists(in string path)
{
return AssetDatabase.LoadAssetAtPath<Object>(path) != null;
}
public static bool AssetExists<T>(in string path) where T : Object
{
return AssetDatabase.LoadAssetAtPath<T>(path) != null;
}
/// <summary>
/// Creates asset while making a folder hierarchy in the process.
/// </summary>
public static void CreateAsset(Object o, in string path)
{
string folderPath = Path.GetDirectoryName(path);
if (!AssetDatabase.IsValidFolder(folderPath))
CreateFolder(folderPath);
AssetDatabase.CreateAsset(o, path);
}
/// <summary>
/// Creates folder at path, creating any parent folders in the process.
/// Returns true if successful. If folder already exists it will still return true.
/// </summary>
public static bool CreateFolder(in string path)
{
// Makes sure separators are converted to \
var dir = new DirectoryInfo(path);
char sep = Path.DirectorySeparatorChar;
var strs = dir.ToString().Split(sep);
if (strs[0] != "Assets")
{
Debug.LogError("Path needs to start with 'Assets" + sep + "\\");
return false;
}
string curFolderPath = strs[0];
for (int i = 1; i < strs.Length; i++)
{
if (!AssetDatabase.IsValidFolder(curFolderPath + sep + strs[i]))
AssetDatabase.CreateFolder(curFolderPath, strs[i]);
curFolderPath += sep + strs[i];
}
return true;
}
}
}
#endif