mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-22 20:13:02 +00:00
add some stats
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parent
8531e758e2
commit
b3fb1870d6
1 changed files with 18 additions and 2 deletions
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@ -2,6 +2,7 @@
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using SanAndreasUnity.Utilities;
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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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@ -22,6 +23,9 @@ namespace SanAndreasUnity.Editor
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private CoroutineInfo m_coroutineInfo;
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private int m_numNewlyExportedAssets = 0;
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private int m_numAlreadyExportedAssets = 0;
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private bool m_exportFromSelection = false;
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private bool m_exportCollisionMeshes = true;
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@ -106,6 +110,9 @@ namespace SanAndreasUnity.Editor
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{
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yield return null;
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m_numNewlyExportedAssets = 0;
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m_numAlreadyExportedAssets = 0;
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if (string.IsNullOrWhiteSpace(m_selectedFolder))
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{
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EditorUtility.DisplayDialog("", "Select a folder first.", "Ok");
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@ -157,6 +164,8 @@ namespace SanAndreasUnity.Editor
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if (EditorApplication.isPlaying)
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EditorApplication.isPaused = true;
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var stopwatch = Stopwatch.StartNew();
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EditorUtility.DisplayProgressBar("", "Creating folders...", 0f);
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this.CreateFolders();
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@ -196,7 +205,9 @@ namespace SanAndreasUnity.Editor
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AssetDatabase.Refresh();
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EditorUtility.ClearProgressBar();
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EditorUtility.DisplayDialog("", "Finished !", "Ok");
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string displayText = $"number of newly exported asssets {m_numNewlyExportedAssets}, number of already exported assets {m_numAlreadyExportedAssets}, time elapsed {stopwatch.Elapsed}";
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UnityEngine.Debug.Log($"Exporting of assets finished, {displayText}");
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EditorUtility.DisplayDialog("", $"Finished ! \r\n{displayText}", "Ok");
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}
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void CreateFolders()
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@ -272,16 +283,21 @@ namespace SanAndreasUnity.Editor
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meshRenderer.sharedMaterials = mats;
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}
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private static Object CreateAssetIfNotExists(Object asset, string path)
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private Object CreateAssetIfNotExists(Object asset, string path)
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{
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if (AssetDatabase.Contains(asset))
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return asset;
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if (File.Exists(Path.Combine(Application.dataPath + "/../", path)))
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{
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m_numAlreadyExportedAssets++;
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return AssetDatabase.LoadMainAssetAtPath(path);
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}
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AssetDatabase.CreateAsset(asset, path);
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m_numNewlyExportedAssets++;
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return AssetDatabase.LoadMainAssetAtPath(path);
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}
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}
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