using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.IO; | |
using System.Text; | |
using System.Text.RegularExpressions; | |
public class DeepCopyAssets | |
{ | |
/// <summary> | |
/// YAML形式のEncoding | |
/// </summary> | |
private static Encoding Encoding { get { return Encoding.GetEncoding("UTF-8"); } } | |
/// <summary> | |
/// コピー後のファイル名やAssetBundle名につける接尾辞 | |
/// </summary> | |
private const string Suffix = "2"; | |
[MenuItem("Assets/DeepCopyAssets")] | |
public static void Execute() | |
{ | |
if (Selection.assetGUIDs.Count() == 0) | |
{ | |
Debug.LogError("コピーしたいアセットを選択してください"); | |
return; | |
} | |
DeepCopy(Selection.assetGUIDs); | |
} | |
/// <summary> | |
/// コピー後のパスを返すメソッド | |
/// </summary> | |
public static string GetCopyPath(string assetPath, string suffix) | |
{ | |
var directory = System.IO.Path.GetDirectoryName(assetPath); | |
var filename = System.IO.Path.GetFileNameWithoutExtension(assetPath); | |
var extension = System.IO.Path.GetExtension(assetPath); | |
return string.Format("{0}/{1}{2}{3}", directory, filename, suffix, extension); | |
} | |
/// <summary> | |
/// コピー後のAssetBundle名を返すメソッド | |
/// </summary> | |
public static string GetCopyAssetBundleName(string assetBundleName, string suffix) | |
{ | |
return Regex.Replace(assetBundleName, @"(?<path>.+)(?<extension>\..+)", string.Format("${{path}}{0}${{extension}}", Suffix)); | |
} | |
/// <summary> | |
/// 指定したアセット達をAssetDatabase.ImportAssetする | |
/// </summary> | |
public static void ImportAssets(IEnumerable<string> assetPaths) | |
{ | |
foreach (var assetPath in assetPaths) | |
AssetDatabase.ImportAsset(assetPath); | |
} | |
/// <summary> | |
/// 対象のアセットと依存関係にある全てのアセットをコピーし、それぞれの参照先をコピー先のアセットにする | |
/// </summary> | |
public static void DeepCopy(string[] targetAssetGUIDs) | |
{ | |
// 対象のアセットのパスを取得 | |
var targetAssetPaths = targetAssetGUIDs.Select(guid => AssetDatabase.GUIDToAssetPath(guid)); | |
// 対象のアセットと依存関係のある全てのアセットのパスを取得 | |
var allAssetPaths = AssetDatabase.GetDependencies(targetAssetPaths.ToArray(), true); | |
// 確認ダイアログを出す | |
var assetsCount = allAssetPaths.Count(); | |
bool confirm = EditorUtility.DisplayDialog( | |
"確認", | |
string.Format("以下の{0}個のアセットをコピーします。よろしいですか?\n{1}", assetsCount, string.Join("\n", allAssetPaths)), | |
"OK", | |
"キャンセル" | |
); | |
if (confirm) | |
Debug.Log(string.Format("[Deep Copy Assets] Start...target assets count: {0}", assetsCount)); | |
else | |
return; | |
// コピー前のパスとGUIDの対応関係 | |
var assetPathGUIDMap = allAssetPaths.ToDictionary(path => path, path => AssetDatabase.AssetPathToGUID(path)); | |
// コピー前後のパスの対応関係 | |
var assetPathMap = allAssetPaths.ToDictionary(path => path, path => GetCopyPath(path, Suffix)); | |
// コピー前後のGUIDの対応関係 | |
var GUIDMap = new Dictionary<string, string>(); | |
// アセットのコピーを行い、コピー先のGUIDを生成する | |
foreach (var kvp in assetPathMap) | |
{ | |
var assetPath = kvp.Key; | |
var copyPath = kvp.Value; | |
var originalGUID = assetPathGUIDMap[assetPath]; | |
// アセットのコピーを行う | |
System.IO.File.Copy(assetPath, copyPath); | |
// 一旦ImportしてUnityにGUIDを生成させる | |
AssetDatabase.ImportAsset(copyPath); | |
var copyGUID = AssetDatabase.AssetPathToGUID(copyPath); | |
GUIDMap.Add(originalGUID, copyGUID); | |
// メタファイルをGUID、AssetBundle名を書き換えてコピーする | |
using (StreamReader sr = new StreamReader(string.Format("{0}.meta", assetPath), Encoding)) | |
{ | |
string s = sr.ReadToEnd(); | |
// GUIDを置換 | |
s = s.Replace(originalGUID, copyGUID); | |
var originalAssetBundleName = Regex.Match(s, @"assetBundleName: (?<path>.+)").Groups["path"].Value; | |
if (originalAssetBundleName != "") | |
{ | |
var copyAssetBundleName = GetCopyAssetBundleName(originalAssetBundleName, Suffix); | |
s = s.Replace(originalAssetBundleName, copyAssetBundleName); | |
} | |
using (StreamWriter sw = new StreamWriter(string.Format("{0}.meta", copyPath), false, Encoding)) | |
{ | |
sw.Write(s); | |
} | |
} | |
Debug.Log(string.Format("[Copy Asset] from:{0}, to:{1}", assetPath, copyPath)); | |
} | |
// アセットの再読み込みを行う | |
// 書き換え直後にImportすると上手く読み込んでくれないことがあるので一通り処理した後に回している | |
ImportAssets(assetPathMap.Values); | |
foreach (var kvp in assetPathMap) | |
{ | |
var assetPath = kvp.Key; | |
var copyPath = kvp.Value; | |
// prefabやanimationが参照するGUIDの書き換えを行う | |
using (StreamReader sr = new StreamReader(assetPath, Encoding)) | |
{ | |
string s = sr.ReadToEnd(); | |
// YAML形式の場合のみ参照先のGUIDの書き換え処理 | |
if (s.StartsWith("%YAML")) | |
{ | |
foreach (var originalAssetPath in assetPathMap.Keys) | |
{ | |
var originalAssetGUID = assetPathGUIDMap[originalAssetPath]; | |
var copyAssetGUID = GUIDMap[originalAssetGUID]; | |
s = s.Replace(originalAssetGUID, copyAssetGUID); | |
} | |
Debug.Log(string.Format("[Replace Dependencies] {0}", copyPath)); | |
using (StreamWriter sw = new StreamWriter(copyPath, false, Encoding)) | |
{ | |
sw.Write(s); | |
} | |
} | |
} | |
} | |
// 再読み込みを走らせる(ImportAssetだと上手くいかない) | |
AssetDatabase.Refresh(); | |
} | |
} |
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