serverBuild
This commit is contained in:
parent
b6dfa0721e
commit
9b23d57c41
BIN
Assets/.DS_Store
vendored
BIN
Assets/.DS_Store
vendored
Binary file not shown.
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@ -15645,6 +15645,7 @@ MonoBehaviour:
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|||
inPartyUI: {fileID: 6212582780142130674}
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inPartyOwnerNameTxt: {fileID: 4157618920817146930}
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||||
charPartyText: {fileID: 3001089222309157174}
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||||
charPartyUI: {fileID: 8050475778169126891}
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||||
inPartyPlayersTxt: {fileID: 4763456039480402226}
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||||
inviteOwnerNameTxt: {fileID: 7030286270905106535}
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||||
uiCanvasGroup: {fileID: 2096525255603639546}
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||||
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@ -30086,8 +30087,8 @@ RectTransform:
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|||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 1, y: 1}
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||||
m_AnchoredPosition: {x: -0.0000076293945, y: -16.85}
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||||
m_SizeDelta: {x: -19.6109, y: -46.449}
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||||
m_AnchoredPosition: {x: -0.0000076293945, y: -20.5746}
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||||
m_SizeDelta: {x: -19.6109, y: -53.8982}
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||||
m_Pivot: {x: 0.5, y: 0.5}
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||||
--- !u!222 &50248178383363695
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CanvasRenderer:
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@ -30151,8 +30152,8 @@ MonoBehaviour:
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|||
m_fontSizeMin: 12
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||||
m_fontSizeMax: 20
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m_fontStyle: 0
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||||
m_HorizontalAlignment: 2
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||||
m_VerticalAlignment: 512
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||||
m_HorizontalAlignment: 1
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m_VerticalAlignment: 256
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||||
m_textAlignment: 65535
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||||
m_characterSpacing: 0
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m_wordSpacing: 0
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||||
|
|
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|||
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@ -132,12 +132,14 @@ public class invitePlayer : NetworkBehaviour
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if (ownerName.Length == 0)
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{
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inPartyUI.SetActive(false);
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charPartyText.text = "";
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charPartyUI.SetActive(false);
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}
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else
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{
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inPartyUI.SetActive(true);
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inPartyOwnerNameTxt.text = $"{ownerName}'s Party";
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inPartyOwnerNameTxt.text = charPartyText.text;
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charPartyText.text = $"in {ownerName}'s party";
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charPartyUI.SetActive(true);
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playerNetwork[] players = FindObjectsOfType<playerNetwork>();
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@ -154,9 +156,9 @@ public class invitePlayer : NetworkBehaviour
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}
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public void LeaveParty(){
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//playerNetwork.localPlayer.CmdLeaveParty();
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playerNetwork.localPlayer.CmdLeaveParty();
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inPartyUI.SetActive(false);
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charPartyUI.SetActive(false);
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charPartyText.text = "";
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// charPartyUI.SetActive(false);
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// charPartyText.text = "";
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}
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}
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@ -281,6 +281,12 @@ public class playerNetwork : NetworkBehaviour
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[Command]
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public void CmdAcceptInvite(string otherPlayerName){
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myPartyOwner = otherPlayerName;
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Debug.Log("Invite accepted: " + myPartyOwner);
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}
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[Command]
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public void CmdLeaveParty(){
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myPartyOwner = null;
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}
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playerNetwork FindPlayerByName(string playerName){
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@ -447,6 +453,7 @@ public class playerNetwork : NetworkBehaviour
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invitePlayer.InParty(myPartyOwner);
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}else{
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invitePlayer.InParty("");
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}
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}
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ShowXP();
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8
Assets/UnityProjectCloner.meta
Normal file
8
Assets/UnityProjectCloner.meta
Normal file
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ae79e2642882a4083839b121041cfaa4
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/UnityProjectCloner/Editor.meta
Normal file
8
Assets/UnityProjectCloner/Editor.meta
Normal file
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b0e79e43e01ff3e4991e8902ac89b322
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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506
Assets/UnityProjectCloner/Editor/ProjectCloner.cs
Normal file
506
Assets/UnityProjectCloner/Editor/ProjectCloner.cs
Normal file
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@ -0,0 +1,506 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.IO;
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using UnityProjectCloner;
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namespace UnityProjectCloner
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{
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/// <summary>
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/// Contains all required methods for creating a linked clone of the Unity project.
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/// </summary>
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public class ProjectCloner
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{
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/// <summary>
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/// Name used for an identifying file created in the clone project directory.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneFileName = ".clone";
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/// <summary>
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/// Suffix added to the end of the project clone name when it is created.
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/// </summary>
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/// <remarks>
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/// (!) Do not change this after the clone was created, because then connection will be lost.
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/// </remarks>
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public const string CloneNameSuffix = "_clone";
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public const int MaxCloneProjectCount = 10;
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#region Managing clones
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/// <summary>
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/// Creates clone from the project currently open in Unity Editor.
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/// </summary>
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/// <returns></returns>
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public static Project CreateCloneFromCurrent()
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{
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if (IsClone())
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{
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Debug.LogError("This project is already a clone. Cannot clone it.");
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return null;
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}
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string currentProjectPath = ProjectCloner.GetCurrentProjectPath();
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return ProjectCloner.CreateCloneFromPath(currentProjectPath);
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}
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/// <summary>
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/// Creates clone of the project located at the given path.
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/// </summary>
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/// <param name="sourceProjectPath"></param>
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/// <returns></returns>
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public static Project CreateCloneFromPath(string sourceProjectPath)
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{
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Project sourceProject = new Project(sourceProjectPath);
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string cloneProjectPath = null;
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//Find available clone suffix id
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for (int i = 0; i < MaxCloneProjectCount; i++)
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{
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string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
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string possibleCloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
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if (!Directory.Exists(possibleCloneProjectPath))
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{
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cloneProjectPath = possibleCloneProjectPath;
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break;
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}
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}
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if (string.IsNullOrEmpty(cloneProjectPath))
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{
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Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
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return null;
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}
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Project cloneProject = new Project(cloneProjectPath);
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Debug.Log("Start project name: " + sourceProject);
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Debug.Log("Clone project name: " + cloneProject);
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ProjectCloner.CreateProjectFolder(cloneProject);
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ProjectCloner.CopyLibraryFolder(sourceProject, cloneProject);
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ProjectCloner.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
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ProjectCloner.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
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ProjectCloner.LinkFolders(sourceProject.packagesPath, cloneProject.packagesPath);
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ProjectCloner.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
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||||
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ProjectCloner.RegisterClone(cloneProject);
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return cloneProject;
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}
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/// <summary>
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||||
/// Registers a clone by placing an identifying ".clone" file in its root directory.
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/// </summary>
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/// <param name="cloneProject"></param>
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private static void RegisterClone(Project cloneProject)
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{
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/// Add clone identifier file.
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string identifierFile = Path.Combine(cloneProject.projectPath, ProjectCloner.CloneFileName);
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File.Create(identifierFile).Dispose();
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/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
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string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
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File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
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}
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||||
/// <summary>
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/// Opens a project located at the given path (if one exists).
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/// </summary>
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/// <param name="projectPath"></param>
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||||
public static void OpenProject(string projectPath)
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{
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||||
if (!Directory.Exists(projectPath))
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||||
{
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Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
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return;
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||||
}
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if (projectPath == ProjectCloner.GetCurrentProjectPath())
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||||
{
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Debug.LogError("Cannot open the project - it is already open.");
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return;
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}
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||||
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||||
string fileName = EditorApplication.applicationPath;
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string args = "-projectPath \"" + projectPath + "\"";
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Debug.Log("Opening project \"" + fileName + " " + args + "\"");
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||||
ProjectCloner.StartHiddenConsoleProcess(fileName, args);
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||||
}
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||||
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||||
/// <summary>
|
||||
/// Deletes the clone of the currently open project, if such exists.
|
||||
/// </summary>
|
||||
public static void DeleteClone(string cloneProjectPath)
|
||||
{
|
||||
/// Clone won't be able to delete itself.
|
||||
if (ProjectCloner.IsClone()) return;
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||||
|
||||
///Extra precautions.
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||||
if (cloneProjectPath == string.Empty) return;
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||||
if (cloneProjectPath == ProjectCloner.GetOriginalProjectPath()) return;
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||||
if (!cloneProjectPath.EndsWith(ProjectCloner.CloneNameSuffix)) return;
|
||||
|
||||
//Check what OS is
|
||||
switch (Application.platform)
|
||||
{
|
||||
case (RuntimePlatform.WindowsEditor):
|
||||
Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
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||||
string args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
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StartHiddenConsoleProcess("cmd.exe", args);
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||||
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||||
break;
|
||||
case (RuntimePlatform.OSXEditor):
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||||
throw new System.NotImplementedException("No Mac function implement yet :(");
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||||
//break;
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||||
case (RuntimePlatform.LinuxEditor):
|
||||
throw new System.NotImplementedException("No linux support yet :(");
|
||||
//break;
|
||||
default:
|
||||
Debug.LogWarning("Not in a known editor. Where are you!?");
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Creating project folders
|
||||
/// <summary>
|
||||
/// Creates an empty folder using data in the given Project object
|
||||
/// </summary>
|
||||
/// <param name="project"></param>
|
||||
public static void CreateProjectFolder(Project project)
|
||||
{
|
||||
string path = project.projectPath;
|
||||
Debug.Log("Creating new empty folder at: " + path);
|
||||
Directory.CreateDirectory(path);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies the full contents of the unity library. We want to do this to avoid the lengthy reserialization of the whole project when it opens up the clone.
|
||||
/// </summary>
|
||||
/// <param name="sourceProject"></param>
|
||||
/// <param name="destinationProject"></param>
|
||||
public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
|
||||
{
|
||||
if (Directory.Exists(destinationProject.libraryPath))
|
||||
{
|
||||
Debug.LogWarning("Library copy: destination path already exists! ");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("Library copy: " + destinationProject.libraryPath);
|
||||
ProjectCloner.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath, "Cloning project '" + sourceProject.name + "'. ");
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Creating symlinks
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Mac version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkMac(string sourcePath, string destinationPath)
|
||||
{
|
||||
// Debug.LogWarning("This hasn't been tested yet! I am mac-less :( Please chime in on the github if it works for you.");
|
||||
|
||||
string cmd = "-s " + string.Format("\"{0}\" \"{1}\"", sourcePath, destinationPath);
|
||||
Debug.Log("Mac hard link " + cmd);
|
||||
|
||||
// ProjectCloner.StartHiddenConsoleProcess("/bin/zsh", cmd);
|
||||
StartProcessWithShell("ln", cmd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Windows version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkWin(string sourcePath, string destinationPath)
|
||||
{
|
||||
string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
|
||||
Debug.Log("Windows junction: " + cmd);
|
||||
ProjectCloner.StartHiddenConsoleProcess("cmd.exe", cmd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Linux version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkLunux(string sourcePath, string destinationPath)
|
||||
{
|
||||
string cmd = string.Format("-c \"ln -s {0} {1}\"", sourcePath, destinationPath);
|
||||
Debug.Log("Linux junction: " + cmd);
|
||||
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
|
||||
}
|
||||
|
||||
//TODO avoid terminal calls and use proper api stuff. See below for windows!
|
||||
////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
|
||||
//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
|
||||
//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
|
||||
// System.IntPtr InBuffer, int nInBufferSize,
|
||||
// System.IntPtr OutBuffer, int nOutBufferSize,
|
||||
// out int pBytesReturned, System.IntPtr lpOverlapped);
|
||||
|
||||
/// <summary>
|
||||
/// Create a link / junction from the real project to it's clone.
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
public static void LinkFolders(string sourcePath, string destinationPath)
|
||||
{
|
||||
if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
|
||||
{
|
||||
switch (Application.platform)
|
||||
{
|
||||
case (RuntimePlatform.WindowsEditor):
|
||||
CreateLinkWin(sourcePath, destinationPath);
|
||||
break;
|
||||
case (RuntimePlatform.OSXEditor):
|
||||
CreateLinkMac(sourcePath, destinationPath);
|
||||
break;
|
||||
case (RuntimePlatform.LinuxEditor):
|
||||
CreateLinkLunux(sourcePath, destinationPath);
|
||||
break;
|
||||
default:
|
||||
Debug.LogWarning("Not in a known editor. Where are you!?");
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility methods
|
||||
/// <summary>
|
||||
/// Returns true is the project currently open in Unity Editor is a clone.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool IsClone()
|
||||
{
|
||||
/// The project is a clone if its root directory contains an empty file named ".clone".
|
||||
string cloneFilePath = Path.Combine(ProjectCloner.GetCurrentProjectPath(), ProjectCloner.CloneFileName);
|
||||
bool isClone = File.Exists(cloneFilePath);
|
||||
return isClone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the path to the current unityEditor project folder's info
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetCurrentProjectPath()
|
||||
{
|
||||
return Application.dataPath.Replace("/Assets", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a project object that describes all the paths we need to clone it.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static Project GetCurrentProject()
|
||||
{
|
||||
string pathString = ProjectCloner.GetCurrentProjectPath();
|
||||
return new Project(pathString);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the path to the original project.
|
||||
/// If currently open project is the original, returns its own path.
|
||||
/// If the original project folder cannot be found, retuns an empty string.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetOriginalProjectPath()
|
||||
{
|
||||
if (IsClone())
|
||||
{
|
||||
/// If this is a clone...
|
||||
/// Original project path can be deduced by removing the suffix from the clone's path.
|
||||
string cloneProjectPath = ProjectCloner.GetCurrentProject().projectPath;
|
||||
|
||||
int index = cloneProjectPath.LastIndexOf(ProjectCloner.CloneNameSuffix);
|
||||
if (index > 0)
|
||||
{
|
||||
string originalProjectPath = cloneProjectPath.Substring(0, index);
|
||||
if (Directory.Exists(originalProjectPath)) return originalProjectPath;
|
||||
}
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If this is the original, we return its own path.
|
||||
return ProjectCloner.GetCurrentProjectPath();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns all clone projects path.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static List<string> GetCloneProjectsPath()
|
||||
{
|
||||
List<string> projectsPath = new List<string>();
|
||||
for (int i = 0; i < MaxCloneProjectCount; i++)
|
||||
{
|
||||
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
|
||||
string cloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
|
||||
|
||||
if (Directory.Exists(cloneProjectPath))
|
||||
projectsPath.Add(cloneProjectPath);
|
||||
}
|
||||
return projectsPath;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
|
||||
/// </summary>
|
||||
/// <param name="source">Directory to be copied.</param>
|
||||
/// <param name="destination">Destination directory (created automatically if needed).</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath, string progressBarPrefix = "")
|
||||
{
|
||||
var source = new DirectoryInfo(sourcePath);
|
||||
var destination = new DirectoryInfo(destinationPath);
|
||||
|
||||
long totalBytes = 0;
|
||||
long copiedBytes = 0;
|
||||
|
||||
ProjectCloner.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes, progressBarPrefix);
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
|
||||
/// Same as the previous method, but uses recursion to copy all nested folders as well.
|
||||
/// </summary>
|
||||
/// <param name="source">Directory to be copied.</param>
|
||||
/// <param name="destination">Destination directory (created automatically if needed).</param>
|
||||
/// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
|
||||
/// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination, ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
|
||||
{
|
||||
/// Directory cannot be copied into itself.
|
||||
if (source.FullName.ToLower() == destination.FullName.ToLower())
|
||||
{
|
||||
Debug.LogError("Cannot copy directory into itself.");
|
||||
return;
|
||||
}
|
||||
|
||||
/// Calculate total bytes, if required.
|
||||
if (totalBytes == 0)
|
||||
{
|
||||
totalBytes = ProjectCloner.GetDirectorySize(source, true, progressBarPrefix);
|
||||
}
|
||||
|
||||
/// Create destination directory, if required.
|
||||
if (!Directory.Exists(destination.FullName))
|
||||
{
|
||||
Directory.CreateDirectory(destination.FullName);
|
||||
}
|
||||
|
||||
/// Copy all files from the source.
|
||||
foreach (FileInfo file in source.GetFiles())
|
||||
{
|
||||
try
|
||||
{
|
||||
file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
|
||||
}
|
||||
catch (IOException)
|
||||
{
|
||||
/// Some files may throw IOException if they are currently open in Unity editor.
|
||||
/// Just ignore them in such case.
|
||||
}
|
||||
|
||||
/// Account the copied file size.
|
||||
copiedBytes += file.Length;
|
||||
|
||||
/// Display the progress bar.
|
||||
float progress = (float)copiedBytes / (float)totalBytes;
|
||||
bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
|
||||
progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
|
||||
"(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
|
||||
progress);
|
||||
if (cancelCopy) return;
|
||||
}
|
||||
|
||||
/// Copy all nested directories from the source.
|
||||
foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
|
||||
{
|
||||
DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
|
||||
ProjectCloner.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir, ref totalBytes, ref copiedBytes, progressBarPrefix);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the size of the given directory. Displays a progress bar.
|
||||
/// </summary>
|
||||
/// <param name="directory">Directory, which size has to be calculated.</param>
|
||||
/// <param name="includeNested">If true, size will include all nested directories.</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
/// <returns>Size of the directory in bytes.</returns>
|
||||
private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false, string progressBarPrefix = "")
|
||||
{
|
||||
EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...", "Scanning '" + directory.FullName + "'...", 0f);
|
||||
|
||||
/// Calculate size of all files in directory.
|
||||
long filesSize = directory.EnumerateFiles().Sum((FileInfo file) => file.Length);
|
||||
|
||||
/// Calculate size of all nested directories.
|
||||
long directoriesSize = 0;
|
||||
if (includeNested)
|
||||
{
|
||||
IEnumerable<DirectoryInfo> nestedDirectories = directory.EnumerateDirectories();
|
||||
foreach (DirectoryInfo nestedDir in nestedDirectories)
|
||||
{
|
||||
directoriesSize += ProjectCloner.GetDirectorySize(nestedDir, true, progressBarPrefix);
|
||||
}
|
||||
}
|
||||
|
||||
return filesSize + directoriesSize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts process in the system console, taking the given fileName and args.
|
||||
/// </summary>
|
||||
/// <param name="fileName"></param>
|
||||
/// <param name="args"></param>
|
||||
private static void StartHiddenConsoleProcess(string fileName, string args)
|
||||
{
|
||||
var process = new System.Diagnostics.Process();
|
||||
//process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
|
||||
process.StartInfo.FileName = fileName;
|
||||
process.StartInfo.Arguments = args;
|
||||
|
||||
process.Start();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// starts process with the system shell
|
||||
/// </summary>
|
||||
/// <param name="cmdAndArgs"></param>
|
||||
/// <returns></returns>
|
||||
private static void StartProcessWithShell(string cmdName, string Args)
|
||||
{
|
||||
var process = new System.Diagnostics.Process();
|
||||
process.StartInfo.UseShellExecute = true;
|
||||
process.StartInfo.FileName = cmdName;
|
||||
// process.StartInfo.RedirectStandardError = true;
|
||||
process.StartInfo.Arguments = Args;
|
||||
|
||||
process.Start();
|
||||
process.WaitForExit(-1);
|
||||
Debug.Log($"cmd process exiting with code :{process.ExitCode}");
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Editor/ProjectCloner.cs.meta
Normal file
11
Assets/UnityProjectCloner/Editor/ProjectCloner.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6148e48ed6b61d748b187d06d3687b83
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
131
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs
Normal file
131
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs
Normal file
|
|
@ -0,0 +1,131 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityProjectCloner;
|
||||
using System.IO;
|
||||
|
||||
namespace UnityProjectCloner
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides Unity Editor window for ProjectCloner.
|
||||
/// </summary>
|
||||
public class ProjectClonerWindow : EditorWindow
|
||||
{
|
||||
/// <summary>
|
||||
/// True if currently open project is a clone.
|
||||
/// </summary>
|
||||
public bool isClone
|
||||
{
|
||||
get { return ProjectCloner.IsClone(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if project clone exists.
|
||||
/// </summary>
|
||||
public bool isCloneCreated
|
||||
{
|
||||
get { return ProjectCloner.GetCloneProjectsPath().Count >= 1; }
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Project Cloner")]
|
||||
private static void InitWindow()
|
||||
{
|
||||
ProjectClonerWindow window = (ProjectClonerWindow)EditorWindow.GetWindow(typeof(ProjectClonerWindow));
|
||||
window.titleContent = new GUIContent("Project Cloner");
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (isClone)
|
||||
{
|
||||
/// If it is a clone project...
|
||||
string originalProjectPath = ProjectCloner.GetOriginalProjectPath();
|
||||
if (originalProjectPath == string.Empty)
|
||||
{
|
||||
/// If original project cannot be found, display warning message.
|
||||
string thisProjectName = ProjectCloner.GetCurrentProject().name;
|
||||
string supposedOriginalProjectName = ProjectCloner.GetCurrentProject().name.Replace("_clone", "");
|
||||
EditorGUILayout.HelpBox(
|
||||
"This project is a clone, but the link to the original seems lost.\nYou have to manually open the original and create a new clone instead of this one.\nThe original project should have a name '" + supposedOriginalProjectName + "', if it was not changed.",
|
||||
MessageType.Warning);
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If original project is present, display some usage info.
|
||||
EditorGUILayout.HelpBox(
|
||||
"This project is a clone of the project '" + Path.GetFileName(originalProjectPath) + "'.\nIf you want to make changes the project files or manage clones, please open the original project through Unity Hub.",
|
||||
MessageType.Info);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If it is an original project...
|
||||
if (isCloneCreated)
|
||||
{
|
||||
GUILayout.BeginVertical("HelpBox");
|
||||
GUILayout.Label("Clones of this Project");
|
||||
/// If clone(s) is created, we can either open it or delete it.
|
||||
var cloneProjectsPath = ProjectCloner.GetCloneProjectsPath();
|
||||
for (int i = 0; i < cloneProjectsPath.Count; i++)
|
||||
{
|
||||
|
||||
GUILayout.BeginVertical("GroupBox");
|
||||
string cloneProjectPath = cloneProjectsPath[i];
|
||||
EditorGUILayout.LabelField("Clone " + i);
|
||||
EditorGUILayout.TextField("Clone project path", cloneProjectPath, EditorStyles.textField);
|
||||
if (GUILayout.Button("Open in New Editor"))
|
||||
{
|
||||
ProjectCloner.OpenProject(cloneProjectPath);
|
||||
}
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Delete"))
|
||||
{
|
||||
bool delete = EditorUtility.DisplayDialog(
|
||||
"Delete the clone?",
|
||||
"Are you sure you want to delete the clone project '" + ProjectCloner.GetCurrentProject().name + "_clone'? If so, you can always create a new clone from ProjectCloner window.",
|
||||
"Delete",
|
||||
"Cancel");
|
||||
if (delete)
|
||||
{
|
||||
ProjectCloner.DeleteClone(cloneProjectPath);
|
||||
}
|
||||
}
|
||||
|
||||
//Offer a solution to user in-case they are stuck with deleting project
|
||||
if (GUILayout.Button("?", GUILayout.Width(30)))
|
||||
{
|
||||
var openUrl = EditorUtility.DisplayDialog("Can't delete clone?",
|
||||
"Sometime clone can't be deleted due to it's still being opened by another unity instance running in the background." +
|
||||
"\nYou can read this answer from ServerFault on how to find and kill the process.", "Open Answer");
|
||||
if (openUrl)
|
||||
{
|
||||
Application.OpenURL("https://serverfault.com/a/537762");
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
//Have difficulty with naming
|
||||
//GUILayout.Label("Other", EditorStyles.boldLabel);
|
||||
if (GUILayout.Button("Add new clone"))
|
||||
{
|
||||
ProjectCloner.CreateCloneFromCurrent();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If no clone created yet, we must create it.
|
||||
EditorGUILayout.HelpBox("No project clones found. Create a new one!", MessageType.Info);
|
||||
if (GUILayout.Button("Create new clone"))
|
||||
{
|
||||
ProjectCloner.CreateCloneFromCurrent();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs.meta
Normal file
11
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a041d83486c20b84bbf5077ddfbbca37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
110
Assets/UnityProjectCloner/Project.cs
Normal file
110
Assets/UnityProjectCloner/Project.cs
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using UnityProjectCloner;
|
||||
|
||||
namespace UnityProjectCloner
|
||||
{
|
||||
public class Project : System.ICloneable
|
||||
{
|
||||
public string name;
|
||||
public string projectPath;
|
||||
string rootPath;
|
||||
public string assetPath;
|
||||
public string projectSettingsPath;
|
||||
public string libraryPath;
|
||||
public string packagesPath;
|
||||
public string autoBuildPath;
|
||||
char[] separator = new char[1] { '/' };
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
public Project()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the project object by parsing its full path returned by Unity into a bunch of individual folder names and paths.
|
||||
/// </summary>
|
||||
/// <param name="path"></param>
|
||||
public Project(string path)
|
||||
{
|
||||
ParsePath(path);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Create a new object with the same settings
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public object Clone()
|
||||
{
|
||||
Project newProject = new Project();
|
||||
newProject.rootPath = rootPath;
|
||||
newProject.projectPath = projectPath;
|
||||
newProject.assetPath = assetPath;
|
||||
newProject.projectSettingsPath = projectSettingsPath;
|
||||
newProject.libraryPath = libraryPath;
|
||||
newProject.name = name;
|
||||
newProject.separator = separator;
|
||||
newProject.packagesPath = packagesPath;
|
||||
newProject.autoBuildPath = autoBuildPath;
|
||||
|
||||
return newProject;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Update the project object by renaming and reparsing it. Pass in the new name of a project, and it'll update the other member variables to match.
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
public void updateNewName(string newName)
|
||||
{
|
||||
name = newName;
|
||||
ParsePath(rootPath + "/" + name + "/Assets");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Debug override so we can quickly print out the project info.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override string ToString()
|
||||
{
|
||||
string printString = name + "\n" +
|
||||
rootPath + "\n" +
|
||||
projectPath + "\n" +
|
||||
assetPath + "\n" +
|
||||
projectSettingsPath + "\n" +
|
||||
packagesPath + "\n" +
|
||||
autoBuildPath + "\n" +
|
||||
libraryPath;
|
||||
return (printString);
|
||||
}
|
||||
|
||||
private void ParsePath(string path)
|
||||
{
|
||||
//Unity's Application functions return the Assets path in the Editor.
|
||||
projectPath = path;
|
||||
|
||||
//pop off the last part of the path for the project name, keep the rest for the root path
|
||||
List<string> pathArray = projectPath.Split(separator).ToList<string>();
|
||||
name = pathArray.Last();
|
||||
|
||||
pathArray.RemoveAt(pathArray.Count() - 1);
|
||||
rootPath = string.Join(separator[0].ToString(), pathArray);
|
||||
|
||||
assetPath = projectPath + "/Assets";
|
||||
projectSettingsPath = projectPath + "/ProjectSettings";
|
||||
libraryPath = projectPath + "/Library";
|
||||
packagesPath = projectPath + "/Packages";
|
||||
autoBuildPath = projectPath + "/AutoBuild";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Project.cs.meta
Normal file
11
Assets/UnityProjectCloner/Project.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ec8d3a1577179ef44815739178cf75b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
15
Assets/UnityProjectCloner/projectCloner.asmdef
Normal file
15
Assets/UnityProjectCloner/projectCloner.asmdef
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
{
|
||||
"name": "projectCloner",
|
||||
"references": [],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": []
|
||||
}
|
||||
7
Assets/UnityProjectCloner/projectCloner.asmdef.meta
Normal file
7
Assets/UnityProjectCloner/projectCloner.asmdef.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 894a6cc6ed5cd2645bb542978cbed6a9
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,7 +1,6 @@
|
|||
{
|
||||
"dependencies": {
|
||||
"com.boxqkrtm.ide.cursor": "https://github.com/boxqkrtm/com.unity.ide.cursor.git",
|
||||
"com.hwaet.projectcloner": "https://github.com/hwaet/UnityProjectCloner.git",
|
||||
"com.unity.collab-proxy": "2.2.0",
|
||||
"com.unity.feature.2d": "2.0.0",
|
||||
"com.unity.ide.rider": "3.0.27",
|
||||
|
|
|
|||
|
|
@ -9,13 +9,6 @@
|
|||
},
|
||||
"hash": "38fecf55e4fd94ccfe58a92ed8ad1a529ba1694e"
|
||||
},
|
||||
"com.hwaet.projectcloner": {
|
||||
"version": "https://github.com/hwaet/UnityProjectCloner.git",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "f8c8347af3a144069dffd6120f1c4142f8120891"
|
||||
},
|
||||
"com.unity.2d.animation": {
|
||||
"version": "9.1.3",
|
||||
"depth": 1,
|
||||
|
|
|
|||
|
|
@ -1,4 +1,8 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<projectSettings>
|
||||
<projectSetting name="Google.IOSResolver.VerboseLoggingEnabled" value="False" />
|
||||
<projectSetting name="Google.PackageManagerResolver.VerboseLoggingEnabled" value="False" />
|
||||
<projectSetting name="Google.VersionHandler.VerboseLoggingEnabled" value="False" />
|
||||
<projectSetting name="GooglePlayServices.AutoResolverEnabled" value="False" />
|
||||
<projectSetting name="GooglePlayServices.PromptBeforeAutoResolution" value="False" />
|
||||
</projectSettings>
|
||||
6363
mono_crash.188aff70a4.0.json
Normal file
6363
mono_crash.188aff70a4.0.json
Normal file
File diff suppressed because it is too large
Load Diff
5633
mono_crash.193e95227c.0.json
Normal file
5633
mono_crash.193e95227c.0.json
Normal file
File diff suppressed because it is too large
Load Diff
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Reference in New Issue
Block a user