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b852697 | 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 | using System;
using System.IO;
using System.Linq;
using System.Text;
namespace UnityMeshSimplifier
{
internal static class IOUtils
{
internal static string MakeSafeRelativePath(string path)
{
if (string.IsNullOrEmpty(path))
return null;
path = path.Replace('\\', '/').Trim('/');
if (Path.IsPathRooted(path))
throw new ArgumentException("The path cannot be rooted.", "path");
// Make the path safe
var pathParts = path.Split(new [] { '/' }, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < pathParts.Length; i++)
{
pathParts[i] = MakeSafeFileName(pathParts[i]);
}
return string.Join("/", pathParts);
}
internal static string MakeSafeFileName(string name)
{
char[] invalidFileNameChars = Path.GetInvalidFileNameChars();
var sb = new StringBuilder(name.Length);
bool lastWasInvalid = false;
for (int i = 0; i < name.Length; i++)
{
char c = name[i];
if (!invalidFileNameChars.Contains(c))
{
sb.Append(c);
}
else if (!lastWasInvalid)
{
lastWasInvalid = true;
sb.Append('_');
}
}
return sb.ToString();
}
#if UNITY_EDITOR
internal static void CreateParentDirectory(string path)
{
int lastSlashIndex = path.LastIndexOf('/');
if (lastSlashIndex != -1)
{
string parentPath = path.Substring(0, lastSlashIndex);
if (!UnityEditor.AssetDatabase.IsValidFolder(parentPath))
{
lastSlashIndex = parentPath.LastIndexOf('/');
if (lastSlashIndex != -1)
{
string folderName = parentPath.Substring(lastSlashIndex + 1);
string folderParentPath = parentPath.Substring(0, lastSlashIndex);
CreateParentDirectory(parentPath);
UnityEditor.AssetDatabase.CreateFolder(folderParentPath, folderName);
}
else
{
UnityEditor.AssetDatabase.CreateFolder(string.Empty, parentPath);
}
}
}
}
internal static bool DeleteEmptyDirectory(string path)
{
bool deletedAllSubFolders = true;
var subFolders = UnityEditor.AssetDatabase.GetSubFolders(path);
for (int i = 0; i < subFolders.Length; i++)
{
if (!DeleteEmptyDirectory(subFolders[i]))
{
deletedAllSubFolders = false;
}
}
if (!deletedAllSubFolders)
return false;
else if (!UnityEditor.AssetDatabase.IsValidFolder(path))
return true;
string[] assetGuids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new string[] { path });
if (assetGuids.Length > 0)
return false;
return UnityEditor.AssetDatabase.DeleteAsset(path);
}
#endif
}
}
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