File size: 3,526 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 | using System.IO;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using Codice.Client.BaseCommands;
using Codice.Client.Common;
namespace Unity.PlasticSCM.Editor.AssetUtils
{
internal static class SaveAssets
{
internal static void ForChangesWithConfirmation(
List<ChangeInfo> changes,
out bool isCancelled)
{
ForPaths(
GetPaths(changes), true,
out isCancelled);
}
internal static void ForPathsWithConfirmation(
List<string> paths,
out bool isCancelled)
{
ForPaths(
paths, true,
out isCancelled);
}
internal static void ForChangesWithoutConfirmation(
List<ChangeInfo> changes)
{
bool isCancelled;
ForPaths(
GetPaths(changes), false,
out isCancelled);
}
internal static void ForPathsWithoutConfirmation(
List<string> paths)
{
bool isCancelled;
ForPaths(
paths, false,
out isCancelled);
}
static void ForPaths(
List<string> paths,
bool askForUserConfirmation,
out bool isCancelled)
{
SaveDirtyScenes(
paths,
askForUserConfirmation,
out isCancelled);
if (isCancelled)
return;
AssetDatabase.SaveAssets();
}
static void SaveDirtyScenes(
List<string> paths,
bool askForUserConfirmation,
out bool isCancelled)
{
isCancelled = false;
List<Scene> scenesToSave = new List<Scene>();
foreach (Scene dirtyScene in GetDirtyScenes())
{
if (Contains(paths, dirtyScene))
scenesToSave.Add(dirtyScene);
}
if (scenesToSave.Count == 0)
return;
if (askForUserConfirmation)
{
isCancelled = !EditorSceneManager.
SaveModifiedScenesIfUserWantsTo(
scenesToSave.ToArray());
return;
}
EditorSceneManager.SaveScenes(
scenesToSave.ToArray());
}
static List<Scene> GetDirtyScenes()
{
List<Scene> dirtyScenes = new List<Scene>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene scene = SceneManager.GetSceneAt(i);
if (!scene.isDirty)
continue;
dirtyScenes.Add(scene);
}
return dirtyScenes;
}
static bool Contains(
List<string> paths,
Scene scene)
{
foreach (string path in paths)
{
if (PathHelper.IsSamePath(
path,
Path.GetFullPath(scene.path)))
return true;
}
return false;
}
static List<string> GetPaths(List<ChangeInfo> changeInfos)
{
List<string> result = new List<string>();
foreach (ChangeInfo change in changeInfos)
result.Add(change.GetFullPath());
return result;
}
}
}
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