Initial Commit
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/*---------------------------------------------------------------------------------------------
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* Copyright (c) Microsoft Corporation. All rights reserved.
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* Licensed under the MIT License. See License.txt in the project root for license information.
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*--------------------------------------------------------------------------------------------*/
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using System;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine.SceneManagement;
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namespace Microsoft.Unity.VisualStudio.Editor
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{
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[Serializable]
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internal class FileUsage
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{
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public string Path;
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public string[] GameObjectPath;
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}
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internal static class UsageUtility
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{
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internal static void ShowUsage(string json)
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{
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try
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{
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var usage = JsonUtility.FromJson<FileUsage>(json);
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ShowUsage(usage.Path, usage.GameObjectPath);
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}
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catch (Exception)
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{
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// ignore malformed request
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}
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}
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internal static void ShowUsage(string path, string[] gameObjectPath)
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{
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path = FileUtility.MakeRelativeToProjectPath(path);
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if (path == null)
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return;
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path = FileUtility.NormalizeWindowsToUnix(path);
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var extension = Path.GetExtension(path).ToLower();
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EditorUtility.FocusProjectWindow();
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switch (extension)
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{
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case ".unity":
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ShowSceneUsage(path, gameObjectPath);
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break;
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default:
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var asset = AssetDatabase.LoadMainAssetAtPath(path);
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Selection.activeObject = asset;
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EditorGUIUtility.PingObject(asset);
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break;
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}
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}
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private static void ShowSceneUsage(string scenePath, string[] gameObjectPath)
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{
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var scene = SceneManager.GetSceneByPath(scenePath.Replace(Path.DirectorySeparatorChar, '/'));
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if (!scene.isLoaded)
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{
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var result = UnityEditor.EditorUtility.DisplayDialogComplex("Show Usage",
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$"Do you want to open \"{Path.GetFileName(scenePath)}\"?",
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"Open Scene",
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"Cancel",
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"Open Scene (additive)");
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switch (result)
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{
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case 0:
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EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
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scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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break;
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case 1:
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return;
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case 2:
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scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
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break;
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}
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}
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ShowSceneUsage(scene, gameObjectPath);
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}
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private static void ShowSceneUsage(Scene scene, string[] gameObjectPath)
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{
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if (gameObjectPath == null || gameObjectPath.Length == 0)
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return;
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var go = scene.GetRootGameObjects().FirstOrDefault(g => g.name == gameObjectPath[0]);
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if (go == null)
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return;
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for (var ni = 1; ni < gameObjectPath.Length; ni++)
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{
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var transform = go.transform;
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for (var i = 0; i < transform.childCount; i++)
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{
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var child = transform.GetChild(i);
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var childgo = child.gameObject;
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if (childgo.name == gameObjectPath[ni])
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{
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go = childgo;
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break;
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}
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}
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}
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Selection.activeObject = go;
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EditorGUIUtility.PingObject(go);
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}
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}
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}
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