Imported basic unity packages yeehaw

This commit is contained in:
Jan Groß
2021-06-11 23:22:35 +02:00
parent cebcde471d
commit 09c5e64772
312 changed files with 40946 additions and 276 deletions

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using System.Linq;
using UnityEditor;
using UnityEngine;
namespace StarterAssets
{
public partial class StarterAssetsDeployMenu : ScriptableObject
{
// prefab paths
private const string FirstPersonPrefabPath = "/FirstPersonController/Prefabs/";
#if STARTER_ASSETS_PACKAGES_CHECKED
/// <summary>
/// Check the capsule, main camera, cinemachine virtual camera, camera target and references
/// </summary>
[MenuItem(MenuRoot + "/Reset First Person Controller", false)]
static void ResetFirstPersonControllerCapsule()
{
var firstPersonControllers = FindObjectsOfType<FirstPersonController>();
var player = firstPersonControllers.FirstOrDefault(controller => controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
HandleInstantiatingPrefab(StarterAssetsPath + FirstPersonPrefabPath,
PlayerCapsulePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(FirstPersonPrefabPath, playerGameObject.transform);
}
#endif
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
namespace StarterAssets
{
public static class PackageChecker
{
private static ListRequest clientList;
private static SearchRequest compatibleList;
private static List<PackageEntry> packagesToAdd;
private static AddRequest[] addRequests;
private static bool[] installRequired;
private static readonly string EditorFolderRoot = "Assets/StarterAssets/";
private static readonly string PackagesToImportDataFile = "PackageImportList.txt";
public static readonly string PackageCheckerScriptingDefine = "STARTER_ASSETS_PACKAGES_CHECKED";
[InitializeOnLoadMethod]
private static void CheckPackage()
{
// if we dont have the scripting define, it means the check has not been done
if (!ScriptingDefineUtils.CheckScriptingDefine(PackageCheckerScriptingDefine))
{
packagesToAdd = new List<PackageEntry>();
clientList = null;
compatibleList = null;
// find the projects required package list
var requiredPackagesListFile = Directory.GetFiles(Application.dataPath, PackagesToImportDataFile,
SearchOption.AllDirectories);
// if no PackageImportList.txt exists
if (requiredPackagesListFile.Length == 0)
{
Debug.LogError(
"[Auto Package] : Couldn't find the packages list. Be sure there is a file called PackageImportList in your project");
}
else
{
packagesToAdd = new List<PackageEntry>();
string packageListPath = requiredPackagesListFile[0];
string[] content = File.ReadAllLines(packageListPath);
foreach (string line in content)
{
string[] split = line.Split('@');
// if no version is given, return null
PackageEntry entry = new PackageEntry
{name = split[0], version = split.Length > 1 ? split[1] : null};
packagesToAdd.Add(entry);
}
// Create a file in library that is queried to see if CheckPackage() has been run already
ScriptingDefineUtils.SetScriptingDefine(PackageCheckerScriptingDefine);
// create a list of compatible packages for current engine version
compatibleList = Client.SearchAll();
while (!compatibleList.IsCompleted)
{
if (compatibleList.Status == StatusCode.Failure || compatibleList.Error != null)
{
Debug.LogError(compatibleList.Error.message);
break;
}
}
// create a list of packages found in the engine
clientList = Client.List();
while (!clientList.IsCompleted)
{
if (clientList.Status == StatusCode.Failure || clientList.Error != null)
{
Debug.LogError(clientList.Error.message);
break;
}
}
addRequests = new AddRequest[packagesToAdd.Count];
installRequired = new bool[packagesToAdd.Count];
// default new packages to install = false. we will mark true after validating they're required
for (int i = 0; i < installRequired.Length; i++)
{
installRequired[i] = false;
}
// build data collections compatible packages for this project, and packages within the project
List<PackageInfo> compatiblePackages =
new List<PackageInfo>();
List<PackageInfo> clientPackages =
new List<PackageInfo>();
foreach (var result in compatibleList.Result)
{
compatiblePackages.Add(result);
}
foreach (var result in clientList.Result)
{
clientPackages.Add(result);
}
// check for the latest verified package version for each package that is missing a version
for (int i = 0; i < packagesToAdd.Count; i++)
{
// if a version number is not provided
if (packagesToAdd[i].version == null)
{
foreach (var package in compatiblePackages)
{
// if no latest verified version found, PackageChecker will just install latest release
if (packagesToAdd[i].name == package.name && package.versions.verified != string.Empty)
{
// add latest verified version number to the packagetoadd list version
// so that we get the latest verified version only
packagesToAdd[i].version = package.versions.verified;
// add to our install list
installRequired[i] = true;
//Debug.Log(string.Format("Requested {0}. Latest verified compatible package found: {1}",
// packagesToAdd[i].name, packagesToAdd[i].version));
}
}
}
// we don't need to catch packages that are not installed as their latest version has been collected
// from the campatiblelist result
foreach (var package in clientPackages)
{
if (packagesToAdd[i].name == package.name)
{
// see what version we have installed
switch (CompareVersion(packagesToAdd[i].version, package.version))
{
// latest verified is ahead of installed version
case 1:
installRequired[i] = EditorUtility.DisplayDialog("Confirm Package Upgrade",
$"The version of \"{packagesToAdd[i].name}\" in this project is {package.version}. The latest verified " +
$"version is {packagesToAdd[i].version}. Would you like to upgrade it to the latest version? (Recommended)",
"Yes", "No");
Debug.Log(
$"<b>Package version behind</b>: {package.packageId} is behind latest verified " +
$"version {package.versions.verified}. prompting user install");
break;
// latest verified matches installed version
case 0:
installRequired[i] = false;
Debug.Log(
$"<b>Package version match</b>: {package.packageId} matches latest verified version " +
$"{package.versions.verified}. Skipped install");
break;
// latest verified is behind installed version
case -1:
installRequired[i] = EditorUtility.DisplayDialog("Confirm Package Downgrade",
$"The version of \"{packagesToAdd[i].name}\" in this project is {package.version}. The latest verified version is {packagesToAdd[i].version}. " +
$"{package.version} is unverified. Would you like to downgrade it to the latest verified version? " +
"(Recommended)", "Yes", "No");
Debug.Log(
$"<b>Package version ahead</b>: {package.packageId} is newer than latest verified " +
$"version {package.versions.verified}, skipped install");
break;
}
}
}
}
// install our packages and versions
for (int i = 0; i < packagesToAdd.Count; i++)
{
if (installRequired[i])
{
addRequests[i] = InstallSelectedPackage(packagesToAdd[i].name, packagesToAdd[i].version);
}
}
ReimportPackagesByKeyword();
}
}
}
private static AddRequest InstallSelectedPackage(string packageName, string packageVersion)
{
if (packageVersion != null)
{
packageName = packageName + "@" + packageVersion;
Debug.Log($"<b>Adding package</b>: {packageName}");
}
AddRequest newPackage = Client.Add(packageName);
while (!newPackage.IsCompleted)
{
if (newPackage.Status == StatusCode.Failure || newPackage.Error != null)
{
Debug.LogError(newPackage.Error.message);
return null;
}
}
return newPackage;
}
private static void ReimportPackagesByKeyword()
{
AssetDatabase.Refresh();
AssetDatabase.ImportAsset(EditorFolderRoot, ImportAssetOptions.ImportRecursive);
}
public static int CompareVersion(string latestVerifiedVersion, string projectVersion)
{
string[] latestVersionSplit = latestVerifiedVersion.Split('.');
string[] projectVersionSplit = projectVersion.Split('.');
int iteratorA = 0;
int iteratorB = 0;
while (iteratorA < latestVersionSplit.Length || iteratorB < projectVersionSplit.Length)
{
int latestVerified = 0;
int installed = 0;
if (iteratorA < latestVersionSplit.Length)
{
latestVerified = Convert.ToInt32(latestVersionSplit[iteratorA]);
}
if (iteratorB < projectVersionSplit.Length)
{
installed = Convert.ToInt32(projectVersionSplit[iteratorB]);
}
// latest verified is ahead of installed version
if (latestVerified > installed) return 1;
// latest verified is behind installed version
if (latestVerified < installed) return -1;
iteratorA++;
iteratorB++;
}
// if the version is the same
return 0;
}
public class PackageEntry
{
public string name;
public string version;
}
}
}

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com.unity.cinemachine
com.unity.inputsystem

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using UnityEditor;
namespace StarterAssets
{
public static class ScriptingDefineUtils
{
public static bool CheckScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
return defines.Contains(scriptingDefine);
}
public static void SetScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (!defines.Contains(scriptingDefine))
{
defines += $";{scriptingDefine}";
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, defines);
}
}
public static void RemoveScriptingDefine(string scriptingDefine)
{
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
if (defines.Contains(scriptingDefine))
{
string newDefines = defines.Replace(scriptingDefine, "");
PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, newDefines);
}
}
}
}

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fileFormatVersion: 2
guid: 19d5e2567c974ac6817cbc0ae63e638c
timeCreated: 1620921242

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using System.Linq;
using UnityEditor;
using UnityEngine;
#if STARTER_ASSETS_PACKAGES_CHECKED
using Cinemachine;
#endif
namespace StarterAssets
{
// This class needs to be a scriptable object to support dynamic determination of StarterAssets install path
public partial class StarterAssetsDeployMenu : ScriptableObject
{
public const string MenuRoot = "Tools/Starter Assets";
// prefab names
private const string MainCameraPrefabName = "MainCamera";
private const string PlayerCapsulePrefabName = "PlayerCapsule";
// names in hierarchy
private const string CinemachineVirtualCameraName = "PlayerFollowCamera";
// tags
private const string PlayerTag = "Player";
private const string MainCameraTag = "MainCamera";
private const string CinemachineTargetTag = "CinemachineTarget";
// Get the path to the template prefabs
private static string StarterAssetsPath => PathToThisFile;
private static GameObject _cinemachineVirtualCamera;
/// <summary>
/// Get the relative root path of the StarterAssets install - works even if user has
/// moved it within Assets, so long as user does not mess with the internal hierarchy
/// of the StarterAssets folder
/// </summary>
public static string StarterAssetsInstallPath
{
get
{
string path = PathToThisFile;
// where this file is relative to install path:
return path.Substring(0, path.LastIndexOf("StarterAssets"));
}
}
private static string PathToThisFile
{
get
{
var dummy = CreateInstance<StarterAssetsDeployMenu>();
string path = AssetDatabase.GetAssetPath(MonoScript.FromScriptableObject(dummy));
DestroyImmediate(dummy);
return path.Substring(0, path.LastIndexOf("/Editor/StarterAssetsDeployMenu.cs"));
}
}
/// <summary>
/// Deletes the scripting define set by the Package Checker.
/// See Assets/Editor/PackageChecker/PackageChecker.cs for more information
/// </summary>
[MenuItem(MenuRoot + "/Reinstall Dependencies", false)]
static void ResetPackageChecker()
{
ScriptingDefineUtils.RemoveScriptingDefine(PackageChecker.PackageCheckerScriptingDefine);
}
#if STARTER_ASSETS_PACKAGES_CHECKED
private static void CheckCameras(string prefabPath, Transform targetParent)
{
CheckMainCamera(prefabPath);
GameObject vcam = GameObject.Find(CinemachineVirtualCameraName);
if (!vcam)
{
HandleInstantiatingPrefab(StarterAssetsPath + prefabPath,
CinemachineVirtualCameraName,
out GameObject vcamPrefab);
_cinemachineVirtualCamera = vcamPrefab;
}
else
{
_cinemachineVirtualCamera = vcam;
}
GameObject[] targets = GameObject.FindGameObjectsWithTag(CinemachineTargetTag);
GameObject target = targets.FirstOrDefault(t => t.transform.IsChildOf(targetParent));
if (target == null)
{
target = new GameObject("PlayerCameraRoot");
target.transform.SetParent(targetParent);
target.transform.localPosition = new Vector3(0f, 1.375f, 0f);
target.tag = CinemachineTargetTag;
Undo.RegisterCreatedObjectUndo(target, "Created new cinemachine target");
}
CheckVirtualCameraFollowReference(target, _cinemachineVirtualCamera);
}
private static void CheckMainCamera(string prefabPath)
{
GameObject[] mainCameras = GameObject.FindGameObjectsWithTag(MainCameraTag);
if (mainCameras.Length < 1)
{
// if there are no MainCameras, add one
HandleInstantiatingPrefab(StarterAssetsPath + prefabPath, MainCameraPrefabName,
out _);
}
else
{
// make sure the found camera has a cinemachine brain (we only need 1)
if (!mainCameras[0].TryGetComponent(out CinemachineBrain cinemachineBrain))
mainCameras[0].AddComponent<CinemachineBrain>();
}
}
private static void CheckVirtualCameraFollowReference(GameObject target,
GameObject cinemachineVirtualCamera)
{
var serializedObject =
new SerializedObject(cinemachineVirtualCamera.GetComponent<CinemachineVirtualCamera>());
var serializedProperty = serializedObject.FindProperty("m_Follow");
serializedProperty.objectReferenceValue = target.transform;
serializedObject.ApplyModifiedProperties();
}
private static void HandleInstantiatingPrefab(string path, string prefabName, out GameObject prefab)
{
prefab = (GameObject) PrefabUtility.InstantiatePrefab(
AssetDatabase.LoadAssetAtPath<Object>($"{path}{prefabName}.prefab"));
Undo.RegisterCreatedObjectUndo(prefab, "Instantiate Starter Asset Prefab");
prefab.transform.localPosition = Vector3.zero;
prefab.transform.localEulerAngles = Vector3.zero;
prefab.transform.localScale = Vector3.one;
}
#endif
}
}

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using System.Linq;
using UnityEditor;
using UnityEngine;
namespace StarterAssets
{
public partial class StarterAssetsDeployMenu : ScriptableObject
{
// prefab paths
private const string ThirdPersonPrefabPath = "/ThirdPersonController/Prefabs/";
private const string PlayerArmaturePrefabName = "PlayerArmature";
#if STARTER_ASSETS_PACKAGES_CHECKED
/// <summary>
/// Check the Armature, main camera, cinemachine virtual camera, camera target and references
/// </summary>
[MenuItem(MenuRoot + "/Reset Third Person Controller Armature", false)]
static void ResetThirdPersonControllerArmature()
{
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
var player = thirdPersonControllers.FirstOrDefault(controller => controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
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PlayerArmaturePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
}
[MenuItem(MenuRoot + "/Reset Third Person Controller Capsule", false)]
static void ResetThirdPersonControllerCapsule()
{
var thirdPersonControllers = FindObjectsOfType<ThirdPersonController>();
var player = thirdPersonControllers.FirstOrDefault(controller => !controller.GetComponent<Animator>() && controller.CompareTag(PlayerTag));
GameObject playerGameObject;
// player
if (player == null)
HandleInstantiatingPrefab(StarterAssetsPath + ThirdPersonPrefabPath,
PlayerCapsulePrefabName, out playerGameObject);
else
playerGameObject = player.gameObject;
// cameras
CheckCameras(ThirdPersonPrefabPath, playerGameObject.transform);
}
#endif
}
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