Files
H3VR-TNH-Quality-of-Life-Im…/Assets/MeatKit/Editor/MeatKit.cs
T

106 lines
4.3 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
using Debug = UnityEngine.Debug;
namespace MeatKit
{
public static partial class MeatKit
{
private static readonly string ManagedDirectory = Path.Combine(Application.dataPath, "Managed/");
private static bool ShowErrorIfH3VRNotImported()
{
#if (H3VR_IMPORTED == false)
EditorUtility.DisplayDialog("Cannot continue.", "You don't have the H3 scripts imported. Please do that before trying to export anything.", "Ok");
return true;
#endif
return false;
}
[MenuItem("MeatKit/Scripts/Import Game", priority = 0)]
public static void ImportAssemblies()
{
// If the path has never been set, or no longer exists, prompt the user to find it again
var gameManagedLocation = MeatKitCache.GameManagedLocation;
if (string.IsNullOrEmpty(gameManagedLocation) || !Directory.Exists(gameManagedLocation))
{
// Cache wasn't set or directory doesn't exist. Lets see if we can find it automatically via Steam
gameManagedLocation = SteamAppLocator.LocateGame();
if (string.IsNullOrEmpty(gameManagedLocation))
{
// Still nope. Ask the user for it directly.
gameManagedLocation =
EditorUtility.OpenFolderPanel("Select H3VR Managed directory", string.Empty, "Managed");
}
else gameManagedLocation = Path.Combine(gameManagedLocation, "h3vr_Data/Managed");
}
// If it's _still_ empty, the user must have cancelled the input prompt, so cancel the import.
if (string.IsNullOrEmpty(gameManagedLocation)) return;
// Also, check if the path is even valid
if (!File.Exists(Path.Combine(gameManagedLocation, "Assembly-CSharp.dll")))
{
EditorUtility.DisplayDialog("Error",
"Looks like the path you selected is invalid. Make sure you are selecting the h3vr_Data/Managed folder in the game directory.",
"Ok");
return;
}
// Import the assemblies and update the cache so we can find it in the future
ImportAssemblies(gameManagedLocation, ManagedDirectory);
MeatKitCache.GameManagedLocation = gameManagedLocation;
// Let the user know we've completed the action
EditorUtility.DisplayDialog("Success", "Game scripts imported", "Ok");
}
[MenuItem("MeatKit/Scripts/Import Single", priority = 0)]
public static void ImportSingleAssembly()
{
var assemblyLocation =
EditorUtility.OpenFilePanel("Select assembly", null, "dll");
if (string.IsNullOrEmpty(assemblyLocation)) return;
MeatKitCache.LastImportedAssembly = assemblyLocation;
ImportSingleAssembly(assemblyLocation, ManagedDirectory);
Debug.Log("Finished importing " + assemblyLocation);
}
[MenuItem("MeatKit/Scripts/Re-Import Last", priority = 0)]
public static void ReimportLast()
{
if (string.IsNullOrEmpty(MeatKitCache.LastImportedAssembly))
{
Debug.Log("Nothing to re-import.");
return;
}
ImportSingleAssembly(MeatKitCache.LastImportedAssembly, ManagedDirectory);
Debug.Log("Re-imported " + MeatKitCache.LastImportedAssembly);
}
[MenuItem("MeatKit/Scripts/Export", priority = 0)]
public static void ExportEditorScripts()
{
// Make sure the scripts are imported and there are no errors before exporting
if (ShowErrorIfH3VRNotImported()) return;
if (!BuildWindow.SelectedProfile) return;
if (!BuildWindow.SelectedProfile.EnsureValidForEditor()) return;
ExportEditorAssembly(BuildWindow.SelectedProfile.ExportPath);
}
public static void ClearCache()
{
AssetDatabase.SaveAssets();
if (Directory.Exists(ManagedDirectory))
Directory.Delete(ManagedDirectory, true);
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, "");
AssetDatabase.Refresh();
}
}
}