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+using System.Collections.Generic;
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+using System.Diagnostics;
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+using System.IO;
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+using System.Linq;
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+using UnityEditor;
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+using UnityEngine;
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+
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+namespace ProjectExporter
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+{
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+ public class ProjectExporterController
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+ {
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+ private const string PythonExecutable = "/Users/sujithpudussery/Documents/UnityProjects/terra-llm/venv/bin/python3";
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+ private const string ConversionScript = "/Users/sujithpudussery/Documents/UnityProjects/terra-llm/Assets/ProjectExporter/source/convert_scene.py";
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+ private static readonly string ProjectRoot = Path.GetDirectoryName(Application.dataPath);
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+ private static readonly string OutputDirectory = Path.Combine(ProjectRoot, "Library", "ExportedJSON");
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+
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+ // Finds assets based on a search filter (e.g., "t:Scene") and builds a hierarchical model.
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+ public AssetModel GetAssets(string filter)
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+ {
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+ var root = new AssetModel("Assets", "Assets");
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+ var assetGuids = AssetDatabase.FindAssets(filter, new[] { "Assets" });
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+
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+ foreach (var guid in assetGuids)
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+ {
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+ var path = AssetDatabase.GUIDToAssetPath(guid);
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+
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+ if (filter.Contains("t:ScriptableObject") && !path.EndsWith(".asset"))
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+ {
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+ continue;
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+ }
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+
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+ var parts = path.Split('/');
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+ var currentNode = root;
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+
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+ for (int i = 1; i < parts.Length; i++) // Start at 1 to skip "Assets"
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+ {
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+ var part = parts[i];
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+ var child = currentNode.Children.FirstOrDefault(c => c.Name == part);
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+
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+ if (child == null)
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+ {
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+ var currentPath = string.Join("/", parts.Take(i + 1));
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+ child = new AssetModel(currentPath, part);
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+ currentNode.Children.Add(child);
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+ }
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+ currentNode = child;
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+ }
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+ }
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+ return root;
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+ }
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+
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+ // Lists all files in the ProjectSettings directory.
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+ public AssetModel GetProjectSettingsFiles()
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+ {
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+ var settingsRootPath = Path.Combine(ProjectRoot, "ProjectSettings");
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+ var root = new AssetModel(settingsRootPath, "ProjectSettings");
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+
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+ if (Directory.Exists(settingsRootPath))
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+ {
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+ // Filter to only include *.asset files.
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+ var files = Directory.GetFiles(settingsRootPath, "*.asset", SearchOption.AllDirectories);
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+ foreach (var file in files)
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+ {
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+ var relativePath = Path.GetRelativePath(ProjectRoot, file);
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+ root.Children.Add(new AssetModel(relativePath, Path.GetFileName(file)));
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+ }
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+ }
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+ return root;
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+ }
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+
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+ // Scans the entire Assets folder for .meta files and builds a hierarchical model.
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+ public AssetModel GetAllMetaFiles()
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+ {
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+ var assetsRootPath = Application.dataPath; // This is the "Assets" folder
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+ var root = new AssetModel("Assets", "Assets");
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+
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+ var files = Directory.GetFiles(assetsRootPath, "*.meta", SearchOption.AllDirectories);
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+
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+ foreach (var file in files)
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+ {
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+ var relativePath = "Assets/" + Path.GetRelativePath(assetsRootPath, file).Replace('\\', '/');
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+ var parts = relativePath.Split('/');
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+ var currentNode = root;
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+
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+ for (int i = 1; i < parts.Length; i++) // Start at 1 to skip "Assets"
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+ {
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+ var part = parts[i];
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+ var child = currentNode.Children.FirstOrDefault(c => c.Name == part);
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+
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+ if (child == null)
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+ {
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+ var currentPath = string.Join("/", parts.Take(i + 1));
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+ child = new AssetModel(currentPath, part);
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+ currentNode.Children.Add(child);
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+ }
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+ currentNode = child;
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+ }
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+ }
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+ return root;
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+ }
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+
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+ // Executes the Python conversion script for the selected assets.
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+ public void ExportAssets(AssetModel rootNode)
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+ {
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+ var assetsToExport = new List<string>();
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+ CollectSelectedAssets(rootNode, assetsToExport);
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+
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+ EditorUtility.DisplayProgressBar("Exporting...", "Starting export process...", 0f);
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+
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+ try
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+ {
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+ for (int i = 0; i < assetsToExport.Count; i++)
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+ {
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+ var relativeAssetPath = assetsToExport[i];
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+ var progress = (float)i / assetsToExport.Count;
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+ EditorUtility.DisplayProgressBar("Exporting...", $"Processing {Path.GetFileName(relativeAssetPath)}", progress);
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+
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+ var absoluteAssetPath = Path.Combine(ProjectRoot, relativeAssetPath);
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+ var outputJsonPath = Path.Combine(OutputDirectory, relativeAssetPath + ".json");
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+
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+ var process = new Process
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+ {
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+ StartInfo = new ProcessStartInfo
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+ {
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+ FileName = PythonExecutable,
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+ Arguments = $"\"{ConversionScript}\" \"{absoluteAssetPath}\" \"{outputJsonPath}\"",
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+ RedirectStandardOutput = true,
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+ RedirectStandardError = true,
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+ UseShellExecute = false,
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+ CreateNoWindow = true
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+ }
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+ };
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+
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+ process.Start();
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+ string output = process.StandardOutput.ReadToEnd();
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+ string error = process.StandardError.ReadToEnd();
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+ process.WaitForExit();
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+
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+ if (process.ExitCode != 0)
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+ {
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+ UnityEngine.Debug.LogError($"Error exporting {relativeAssetPath}: {error}");
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+ }
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+ else
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+ {
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+ UnityEngine.Debug.Log($"Successfully exported {relativeAssetPath}: {output}");
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+ }
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+ }
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+ }
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+ finally
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+ {
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+ EditorUtility.ClearProgressBar();
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+ }
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+ }
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+
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+ // Recursively collects the paths of all selected assets.
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+ private void CollectSelectedAssets(AssetModel node, List<string> selectedPaths)
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+ {
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+ // If the node itself is a file and is selected, add it.
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+ if (node.Children.Count == 0 && node.IsSelected)
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+ {
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+ selectedPaths.Add(node.Path);
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+ }
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+
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+ // Recurse into children
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+ foreach (var child in node.Children)
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+ {
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+ CollectSelectedAssets(child, selectedPaths);
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+ }
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+ }
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+ }
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+}
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