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SpriteLibUpgrader.cs 22KB

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  1. using System;
  2. using System.IO;
  3. using System.Linq;
  4. using System.Collections.Generic;
  5. using System.Reflection;
  6. using UnityEditor.SceneManagement;
  7. using UnityEditor.U2D.Sprites;
  8. using UnityEngine;
  9. using UnityEngine.SceneManagement;
  10. using UnityEngine.U2D.Animation;
  11. using Object = UnityEngine.Object;
  12. namespace UnityEditor.U2D.Animation.Upgrading
  13. {
  14. internal class SpriteLibUpgrader : BaseUpgrader
  15. {
  16. static class Contents
  17. {
  18. public static readonly string ProgressBarTitle = L10n.Tr("Upgrading Sprite Library Assets");
  19. public static readonly string VerifyingSelection = L10n.Tr("Verifying the selection");
  20. public static readonly string CreatingNewLibraries = L10n.Tr("Creating new Sprite Library Assets");
  21. public static readonly string ReassignAssetsInComponents = L10n.Tr("Re-assigning assets in components");
  22. public static readonly string RemoveOldSpriteLibraries = L10n.Tr("Removing old Sprite Library Assets");
  23. }
  24. const string k_SpriteLibTypeId = "t:SpriteLibraryAsset";
  25. const string k_PsbImporterCategoriesId = "m_SpriteCategoryList.m_Categories";
  26. static readonly Dictionary<Type, List<FieldInfo>> k_SpriteLibraryReferenceLookup;
  27. bool m_OnlyFindOldAssets;
  28. bool m_OnlySearchInAssets;
  29. HashSet<int> m_IndicesWithAssetBundleConnection = new HashSet<int>();
  30. HashSet<string> m_AssetBundlesNeedingUpgrade = new HashSet<string>();
  31. static SpriteLibUpgrader()
  32. {
  33. k_SpriteLibraryReferenceLookup = GetSpriteLibReferenceLookup();
  34. }
  35. /// <param name="onlyFindOldAssets">Set this to true if you only want to find .asset SpriteLibraries</param>
  36. /// <param name="onlySearchInAssets">Set this to true if you only want to find SpriteLibraries in the Assets/ folder or its children</param>
  37. public SpriteLibUpgrader(bool onlyFindOldAssets = true, bool onlySearchInAssets = true)
  38. {
  39. m_OnlyFindOldAssets = onlyFindOldAssets;
  40. m_OnlySearchInAssets = onlySearchInAssets;
  41. }
  42. static Dictionary<Type, List<FieldInfo>> GetSpriteLibReferenceLookup()
  43. {
  44. var result = new Dictionary<Type, List<FieldInfo>>();
  45. var allObjectsWithSpriteLibProperties = TypeCache
  46. .GetTypesDerivedFrom<Component>()
  47. .Where(type => type
  48. .GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
  49. .Any(HasSpriteLibField));
  50. foreach (var property in allObjectsWithSpriteLibProperties)
  51. {
  52. if (!result.ContainsKey(property))
  53. result.Add(property, new List<FieldInfo>());
  54. var libraryFields = property
  55. .GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
  56. .Where(HasSpriteLibField)
  57. .ToList();
  58. foreach (var field in libraryFields)
  59. {
  60. result[property].Add(field);
  61. }
  62. }
  63. return result;
  64. }
  65. static bool HasSpriteLibField(FieldInfo field)
  66. {
  67. return (field.FieldType == typeof(SpriteLibraryAsset) ||
  68. field.FieldType == typeof(SpriteLibraryAsset[]) ||
  69. field.FieldType == typeof(List<SpriteLibraryAsset>)) &&
  70. (field.IsPublic || field.IsDefined(typeof(SerializeField)));
  71. }
  72. internal override List<Object> GetUpgradableAssets()
  73. {
  74. var rootFolder = m_OnlySearchInAssets ? new[] { "Assets" } : null;
  75. var assetPaths = AssetDatabase.FindAssets(k_SpriteLibTypeId, rootFolder)
  76. .Select(AssetDatabase.GUIDToAssetPath).ToArray();
  77. if (m_OnlyFindOldAssets)
  78. {
  79. assetPaths = assetPaths
  80. .Where(x => x.EndsWith(".asset") || UpgradeUtilities.IsPsbImportedFile(x))
  81. .ToArray();
  82. }
  83. var assets = assetPaths
  84. .Select(AssetDatabase.LoadAssetAtPath<SpriteLibraryAsset>)
  85. .Cast<Object>()
  86. .ToList();
  87. return assets;
  88. }
  89. internal override UpgradeReport UpgradeSelection(List<ObjectIndexPair> objects)
  90. {
  91. EditorUtility.DisplayProgressBar(Contents.ProgressBarTitle, Contents.VerifyingSelection, 0f);
  92. var entries = new List<UpgradeEntry>();
  93. var libraryIndexPairs = new Dictionary<int, SpriteLibraryAsset>();
  94. string msg;
  95. foreach (var obj in objects)
  96. {
  97. if (obj.Target == null)
  98. {
  99. msg = "The upgrade failed. Invalid selection.";
  100. m_Logger.Add(msg);
  101. m_Logger.AddLineBreak();
  102. entries.Add(new UpgradeEntry()
  103. {
  104. Result = UpgradeResult.Error,
  105. Target = obj.Target,
  106. Index = obj.Index,
  107. Message = msg
  108. });
  109. }
  110. else if (obj.Target is SpriteLibraryAsset lib)
  111. {
  112. libraryIndexPairs.Add(obj.Index, lib);
  113. }
  114. else
  115. {
  116. msg = $"The upgrade failed. {obj.Target.name} is not a SpriteLibraryAsset.";
  117. m_Logger.Add(msg);
  118. m_Logger.AddLineBreak();
  119. entries.Add(new UpgradeEntry()
  120. {
  121. Result = UpgradeResult.Error,
  122. Target = obj.Target,
  123. Index = obj.Index,
  124. Message = msg
  125. });
  126. }
  127. }
  128. var oldLibraries = libraryIndexPairs.Values.ToList();
  129. EditorUtility.DisplayProgressBar(Contents.ProgressBarTitle, Contents.CreatingNewLibraries, 0.2f);
  130. m_Logger.AddLineBreak();
  131. m_Logger.Add(Contents.CreatingNewLibraries);
  132. var newSourceAssetPaths = CreateNewAssetLibraries(libraryIndexPairs);
  133. AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
  134. var newLibraries = LoadNewLibraries(newSourceAssetPaths);
  135. EditorUtility.DisplayProgressBar(Contents.ProgressBarTitle, Contents.ReassignAssetsInComponents, 0.4f);
  136. m_Logger.AddLineBreak();
  137. m_Logger.Add(Contents.ReassignAssetsInComponents);
  138. var assetPaths = GetAllAssetPaths(libraryIndexPairs);
  139. if (assetPaths.Length > 0)
  140. ReassignAssets(assetPaths, oldLibraries, newLibraries);
  141. EditorUtility.DisplayProgressBar(Contents.ProgressBarTitle, Contents.RemoveOldSpriteLibraries, 0.8f);
  142. m_Logger.AddLineBreak();
  143. m_Logger.Add(Contents.RemoveOldSpriteLibraries);
  144. RemoveOldLibraries(oldLibraries);
  145. AssetDatabase.Refresh();
  146. for (var i = 0; i < newLibraries.Count; ++i)
  147. {
  148. UpgradeResult result;
  149. if (m_IndicesWithAssetBundleConnection.Contains(newSourceAssetPaths[i].Item1))
  150. {
  151. msg = $"Successfully replaced {newLibraries[i].name}. Note that the asset is connected to an AssetBundle. Make sure to rebuild this AssetBundle to complete the upgrade. See more info in the upgrade log.";
  152. result = UpgradeResult.Warning;
  153. }
  154. else
  155. {
  156. msg = $"Successfully replaced {newLibraries[i].name}";
  157. result = UpgradeResult.Successful;
  158. }
  159. m_Logger.Add(msg);
  160. entries.Add(new UpgradeEntry()
  161. {
  162. Result = result,
  163. Target = newLibraries[i],
  164. Index = newSourceAssetPaths[i].Item1,
  165. Message = msg
  166. });
  167. }
  168. EditorUtility.ClearProgressBar();
  169. if (m_AssetBundlesNeedingUpgrade.Count > 0)
  170. AddAssetBundlesToLog();
  171. var report = new UpgradeReport()
  172. {
  173. UpgradeEntries = entries,
  174. Log = m_Logger.GetLog()
  175. };
  176. m_Logger.Clear();
  177. m_AssetBundlesNeedingUpgrade.Clear();
  178. return report;
  179. }
  180. static string[] GetAllAssetPaths(Dictionary<int, SpriteLibraryAsset> spriteLibraries)
  181. {
  182. var ids = new List<string>();
  183. foreach(var lib in spriteLibraries.Values)
  184. ids.Add(GetObjectIDString(lib));
  185. var spriteLibIds = ids.ToArray();
  186. var assetPaths = new List<string>();
  187. var allAssetPaths = AssetDatabase.GetAllAssetPaths();
  188. foreach (var path in allAssetPaths)
  189. {
  190. if (!IsPrefabOrScenePath(path, spriteLibIds))
  191. continue;
  192. assetPaths.Add(path);
  193. }
  194. return assetPaths.ToArray();
  195. }
  196. static string GetObjectIDString(Object obj)
  197. {
  198. if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj.GetInstanceID(), out string guid, out long localId))
  199. return "fileID: " + localId + ", guid: " + guid;
  200. return null;
  201. }
  202. static bool IsPrefabOrScenePath(string path, string[] ids)
  203. {
  204. if (string.IsNullOrEmpty(path))
  205. throw new ArgumentNullException(nameof(path));
  206. if (path.StartsWith("Packages"))
  207. return false;
  208. if (path.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase) || path.EndsWith(".unity", StringComparison.OrdinalIgnoreCase))
  209. return DoesFileContainString(path, ids);
  210. return false;
  211. }
  212. static bool DoesFileContainString(string path, string[] strings)
  213. {
  214. if (strings != null && strings.Length > 0)
  215. {
  216. using (var file = File.OpenText(path))
  217. {
  218. string line;
  219. while ((line = file.ReadLine()) != null)
  220. {
  221. for (var i = 0; i < strings.Length; i++)
  222. {
  223. if (line.Contains(strings[i]))
  224. return true;
  225. }
  226. }
  227. }
  228. }
  229. return false;
  230. }
  231. List<(int, string)> CreateNewAssetLibraries(Dictionary<int, SpriteLibraryAsset> spriteLibraries)
  232. {
  233. var newLibraryPaths = new List<(int, string)>();
  234. foreach (var pair in spriteLibraries)
  235. {
  236. var sourceAsset = pair.Value;
  237. var path = AssetDatabase.GetAssetPath(sourceAsset);
  238. var currentAssetPath = Path.GetDirectoryName(path);
  239. var fileName = Path.GetFileNameWithoutExtension(path);
  240. var convertFileName = fileName + SpriteLibrarySourceAsset.extension;
  241. convertFileName = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(currentAssetPath, convertFileName));
  242. var destAsset = ScriptableObject.CreateInstance<SpriteLibrarySourceAsset>();
  243. destAsset.SetLibrary(new List<SpriteLibCategoryOverride>(sourceAsset.categories.Count));
  244. foreach (var sourceCat in sourceAsset.categories)
  245. {
  246. var destCat = new SpriteLibCategoryOverride()
  247. {
  248. overrideEntries = new List<SpriteCategoryEntryOverride>(sourceCat.categoryList.Count),
  249. name = sourceCat.name,
  250. entryOverrideCount = sourceCat.categoryList.Count,
  251. fromMain = false
  252. };
  253. destAsset.AddCategory(destCat);
  254. foreach (var entry in sourceCat.categoryList)
  255. {
  256. destCat.overrideEntries.Add(new SpriteCategoryEntryOverride()
  257. {
  258. name = entry.name,
  259. sprite = entry.sprite,
  260. fromMain = false,
  261. spriteOverride = entry.sprite
  262. });
  263. }
  264. }
  265. var assetBundle = AssetDatabase.GetImplicitAssetBundleName(path);
  266. if (!string.IsNullOrEmpty(assetBundle))
  267. {
  268. m_AssetBundlesNeedingUpgrade.Add(assetBundle);
  269. m_IndicesWithAssetBundleConnection.Add(pair.Key);
  270. m_Logger.Add($"{sourceAsset.name} is connected with the following AssetBundle: {assetBundle}.");
  271. }
  272. SpriteLibrarySourceAssetImporter.SaveSpriteLibrarySourceAsset(destAsset, convertFileName);
  273. newLibraryPaths.Add(new ValueTuple<int, string>(pair.Key, convertFileName));
  274. m_Logger.Add($"Created a new SpriteLibrary with the data of {sourceAsset.name}. The new SpriteLibrary is located at: {convertFileName}");
  275. }
  276. return newLibraryPaths;
  277. }
  278. static List<SpriteLibraryAsset> LoadNewLibraries(List<(int, string)> sourceAssetPaths)
  279. {
  280. var newLibraries = new List<SpriteLibraryAsset>();
  281. foreach (var path in sourceAssetPaths)
  282. {
  283. var newLibraryAsset = AssetDatabase.LoadAssetAtPath<SpriteLibraryAsset>(path.Item2);
  284. newLibraries.Add(newLibraryAsset);
  285. }
  286. return newLibraries;
  287. }
  288. void ReassignAssets(string[] assetPaths, List<SpriteLibraryAsset> oldLibraries, List<SpriteLibraryAsset> newLibraries)
  289. {
  290. var index = 0;
  291. foreach (var assetPath in assetPaths)
  292. {
  293. m_Logger.Add($"Scanning {assetPath} for components with SpriteLibraryAsset references in need of reassignment.");
  294. var ext = Path.GetExtension(assetPath);
  295. if (ext == ".prefab")
  296. UpgradePrefab(assetPath, oldLibraries, newLibraries, UpgradeGameObject);
  297. else if (ext == ".unity")
  298. UpgradeScene(assetPath, oldLibraries, newLibraries, UpgradeGameObject);
  299. var assetBundle = AssetDatabase.GetImplicitAssetBundleName(assetPath);
  300. if (!string.IsNullOrEmpty(assetBundle))
  301. {
  302. m_AssetBundlesNeedingUpgrade.Add(assetBundle);
  303. m_IndicesWithAssetBundleConnection.Add(index);
  304. }
  305. index++;
  306. }
  307. }
  308. static void UpgradePrefab(string path, List<SpriteLibraryAsset> oldLibraries, List<SpriteLibraryAsset> newLibraries,
  309. Action<GameObject, List<SpriteLibraryAsset>, List<SpriteLibraryAsset>> objectUpgrader)
  310. {
  311. var objects = AssetDatabase.LoadAllAssetsAtPath(path);
  312. var firstIndex = 0;
  313. for (var i = 0; i < objects.Length; i++)
  314. {
  315. if (objects[i] as GameObject)
  316. {
  317. firstIndex = i;
  318. break;
  319. }
  320. }
  321. if (!PrefabUtility.IsPartOfImmutablePrefab(objects[firstIndex]))
  322. {
  323. foreach (var obj in objects)
  324. {
  325. var go = obj as GameObject;
  326. if (go != null)
  327. {
  328. objectUpgrader(go, oldLibraries, newLibraries);
  329. }
  330. }
  331. var asset = objects[firstIndex] as GameObject;
  332. PrefabUtility.SavePrefabAsset(asset.transform.root.gameObject);
  333. }
  334. }
  335. static void UpgradeScene(string path, List<SpriteLibraryAsset> oldLibraries, List<SpriteLibraryAsset> newLibraries,
  336. Action<GameObject, List<SpriteLibraryAsset>, List<SpriteLibraryAsset>> objectUpgrader)
  337. {
  338. var scene = default(Scene);
  339. var openedByUser = false;
  340. for (var i = 0; i < SceneManager.sceneCount && !openedByUser; i++)
  341. {
  342. scene = SceneManager.GetSceneAt(i);
  343. if (path == scene.path)
  344. openedByUser = true;
  345. }
  346. if (!openedByUser)
  347. scene = EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
  348. var gameObjects = scene.GetRootGameObjects();
  349. foreach (var go in gameObjects)
  350. objectUpgrader(go, oldLibraries, newLibraries);
  351. EditorSceneManager.SaveScene(scene);
  352. if (!openedByUser)
  353. EditorSceneManager.CloseScene(scene, true);
  354. }
  355. void UpgradeGameObject(GameObject go, List<SpriteLibraryAsset> oldLibraries, List<SpriteLibraryAsset> newLibraries)
  356. {
  357. var types = k_SpriteLibraryReferenceLookup.Keys;
  358. foreach (var referenceType in types)
  359. {
  360. var components = go.GetComponentsInChildren(referenceType);
  361. foreach (var component in components)
  362. {
  363. if (PrefabUtility.IsPartOfPrefabInstance(component))
  364. continue;
  365. var fieldInfos = k_SpriteLibraryReferenceLookup[referenceType];
  366. foreach (var field in fieldInfos)
  367. {
  368. var asset = field.GetValue(component);
  369. if (asset is SpriteLibraryAsset spriteLibAsset)
  370. {
  371. var index = oldLibraries.FindIndex(x => x.GetHashCode() == spriteLibAsset.GetHashCode());
  372. if (index == -1)
  373. continue;
  374. field.SetValue(component, newLibraries[index]);
  375. m_Logger.Add($"Updated the SpriteLibraryAsset reference in {component.GetType()} on the GameObject {component.name}");
  376. }
  377. else if (asset is SpriteLibraryAsset[] spriteLibArray)
  378. {
  379. for (var i = 0; i < spriteLibArray.Length; ++i)
  380. {
  381. var index = oldLibraries.FindIndex(x => x.GetHashCode() == spriteLibArray[i].GetHashCode());
  382. if (index == -1)
  383. continue;
  384. spriteLibArray[i] = newLibraries[index];
  385. }
  386. field.SetValue(component, spriteLibArray);
  387. m_Logger.Add($"Updated the SpriteLibraryAsset[] reference in {component.GetType()} on the GameObject {component.name}");
  388. }
  389. else if (asset is List<SpriteLibraryAsset> spriteLibList)
  390. {
  391. for (var i = 0; i < spriteLibList.Count; ++i)
  392. {
  393. var index = oldLibraries.FindIndex(x => x.GetHashCode() == spriteLibList[i].GetHashCode());
  394. if (index == -1)
  395. continue;
  396. spriteLibList[i] = newLibraries[index];
  397. }
  398. field.SetValue(component, spriteLibList);
  399. m_Logger.Add($"Updated the List<SpriteLibraryAsset> reference in {component.GetType()} on the GameObject {component.name}");
  400. }
  401. }
  402. }
  403. }
  404. }
  405. void RemoveOldLibraries(List<SpriteLibraryAsset> oldLibraries)
  406. {
  407. foreach (var library in oldLibraries)
  408. {
  409. var path = AssetDatabase.GetAssetPath(library);
  410. var isPsbFile = UpgradeUtilities.IsPsbImportedFile(path);
  411. if (!string.IsNullOrEmpty(path) && !isPsbFile)
  412. {
  413. m_Logger.Add($"Deleting {path} from project");
  414. AssetDatabase.DeleteAsset(path);
  415. }
  416. }
  417. }
  418. // Leaving this in if we want to cleanup .psbs in the future
  419. void RemoveSpriteLibFromPsb(string path)
  420. {
  421. var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
  422. var factory = new SpriteDataProviderFactories();
  423. factory.Init();
  424. var dataProvider = factory.GetSpriteEditorDataProviderFromObject(texture);
  425. dataProvider.InitSpriteEditorDataProvider();
  426. if (dataProvider.targetObject == null)
  427. {
  428. m_Logger.Add($"Could not load the PSDImporter from the path: {path}. Aborting the Sprite Library cleanup inside the .psb.");
  429. return;
  430. }
  431. var so = new SerializedObject(dataProvider.targetObject);
  432. var property = so.FindProperty(k_PsbImporterCategoriesId);
  433. if (property != null && property.isArray)
  434. {
  435. property.arraySize = 0;
  436. so.ApplyModifiedPropertiesWithoutUndo();
  437. dataProvider.Apply();
  438. m_Logger.Add($"Removed the Sprite Library asset inside {path}");
  439. var assetImporter = dataProvider.targetObject as AssetImporter;
  440. assetImporter.SaveAndReimport();
  441. m_Logger.Add($"Saved and re-imported the file.");
  442. }
  443. else
  444. {
  445. m_Logger.Add($"Could not find any Sprite Library asset inside the .psb to cleanup.");
  446. }
  447. }
  448. void AddAssetBundlesToLog()
  449. {
  450. m_Logger.AddLineBreak();
  451. m_Logger.Add("[NOTE] The following AssetBundles need to be rebuilt:");
  452. foreach(var assetBundle in m_AssetBundlesNeedingUpgrade)
  453. m_Logger.Add(assetBundle);
  454. }
  455. }
  456. }