testss
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using UnityEditor;
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using UnityEngine;
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using System.IO;
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namespace AnimationImporter
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{
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/// <summary>
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/// Utilities for Unity's built in AssetDatabase class
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/// </summary>
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public static class AssetDatabaseUtility
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{
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public const char UnityDirectorySeparator = '/';
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public const string ResourcesFolderName = "Resources";
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public static string projectPath
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{
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get
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{
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return Application.dataPath.RemoveLastLetters("/Assets".Length);
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}
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}
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/// <summary>
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/// Creates the asset and any directories that are missing along its path.
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/// </summary>
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/// <param name="unityObject">UnityObject to create an asset for.</param>
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/// <param name="unityFilePath">Unity file path (e.g. "Assets/Resources/MyFile.asset".</param>
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public static void CreateAssetAndDirectories(UnityEngine.Object unityObject, string unityFilePath)
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{
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var pathDirectory = Path.GetDirectoryName(unityFilePath) + UnityDirectorySeparator;
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// necessary fix for Windows because Path.GetDirectoryName is changing the directory separators to Windows style
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pathDirectory = pathDirectory.Replace('\\', UnityDirectorySeparator);
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CreateDirectoriesInPath(pathDirectory);
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AssetDatabase.CreateAsset(unityObject, unityFilePath);
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}
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private static void CreateDirectoriesInPath(string unityDirectoryPath)
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{
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// Check that last character is a directory separator
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if (unityDirectoryPath[unityDirectoryPath.Length - 1] != UnityDirectorySeparator)
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{
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var warningMessage = string.Format(
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"Path supplied to CreateDirectoriesInPath that does not include a DirectorySeparator " +
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"as the last character." +
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"\nSupplied Path: {0}, Filename: {1}",
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unityDirectoryPath);
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Debug.LogWarning(warningMessage);
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}
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// Warn and strip filenames
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var filename = Path.GetFileName(unityDirectoryPath);
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if (!string.IsNullOrEmpty(filename))
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{
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var warningMessage = string.Format(
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"Path supplied to CreateDirectoriesInPath that appears to include a filename. It will be " +
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"stripped. A path that ends with a DirectorySeparate should be supplied. " +
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"\nSupplied Path: {0}, Filename: {1}",
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unityDirectoryPath,
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filename);
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Debug.LogWarning(warningMessage);
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unityDirectoryPath = unityDirectoryPath.Replace(filename, string.Empty);
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}
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var folders = unityDirectoryPath.Split(UnityDirectorySeparator);
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// Error if path does NOT start from Assets
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if (folders.Length > 0 && folders[0] != "Assets")
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{
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var exceptionMessage = "AssetDatabaseUtility CreateDirectoriesInPath expects full Unity path, including 'Assets\\\". " +
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"Adding Assets to path.";
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throw new UnityException(exceptionMessage);
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}
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string pathToFolder = string.Empty;
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foreach (var folder in folders)
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{
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// Don't check for or create empty folders
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if (string.IsNullOrEmpty(folder))
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{
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continue;
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}
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// Create folders that don't exist
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pathToFolder = string.Concat(pathToFolder, folder);
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if (!UnityEditor.AssetDatabase.IsValidFolder(pathToFolder))
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{
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var pathToParent = System.IO.Directory.GetParent(pathToFolder).ToString();
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AssetDatabase.CreateFolder(pathToParent, folder);
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AssetDatabase.Refresh();
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}
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pathToFolder = string.Concat(pathToFolder, UnityDirectorySeparator);
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}
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}
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/// <summary>
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/// get a valid path for the AssetDatabase from absolute path or subpath
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/// </summary>
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/// <param name="path">absolute path or subpath like "Resources"</param>
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/// <returns>path relative to the project directory</returns>
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public static string GetAssetPath(string path)
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{
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if (path == null)
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{
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return null;
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}
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path = path.Remove(projectPath);
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if (path.StartsWith("\\"))
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{
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path = path.Remove(0, 1);
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}
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if (path.StartsWith("/"))
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{
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path = path.Remove(0, 1);
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}
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if (!path.StartsWith("Assets") && !path.StartsWith("/Assets"))
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{
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path = Path.Combine("Assets", path);
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}
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return path;
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}
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// ================================================================================
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// string extensions
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// --------------------------------------------------------------------------------
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private static string RemoveLastLetters(this string s, int letterCount)
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{
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if (string.IsNullOrEmpty(s))
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{
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return s;
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}
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if (letterCount > s.Length)
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{
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letterCount = s.Length;
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}
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return s.Remove(s.Length - letterCount);
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}
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private static string Remove(this string s, string exactExpression)
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{
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return s.Replace(exactExpression, "");
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}
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}
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}
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