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- import argparse
- import sys
- import json
- import shutil
- from pathlib import Path
- # Add the utils directory to the Python path
- utils_path = Path(__file__).parent / 'utils'
- sys.path.append(str(utils_path))
- from file_utils import replicate_directory_structure, find_files_by_extension, create_guid_to_path_map
- from json_utils import write_json
- from scene_processor import UnitySceneProcessor
- def generate_guid_mappers(input_dir, output_dir, indent=None):
- """
- Finds all .meta files and generates JSON files mapping GUIDs to asset paths.
- """
- print("\n--- Starting GUID Mapper Generation ---")
- assets_dir = input_dir / "Assets"
- if not assets_dir.is_dir():
- print(f"Error: 'Assets' directory not found in '{input_dir}'", file=sys.stderr)
- return
- meta_files = find_files_by_extension(str(assets_dir), '.meta')
- print(f"Found {len(meta_files)} .meta files to process.")
- asset_type_map = {
- '.prefab': 'prefabs', '.unity': 'scenes', '.mat': 'materials',
- '.cs': 'scripts', '.png': 'textures', '.jpg': 'textures',
- '.jpeg': 'textures', '.asset': 'scriptable_objects',
- }
-
- guid_maps = {value: {} for value in asset_type_map.values()}
- guid_maps['others'] = {}
- for meta_file_path_str in meta_files:
- meta_file_path = Path(meta_file_path_str)
- asset_file_path = Path(meta_file_path_str.rsplit('.meta', 1)[0])
- if not asset_file_path.is_file():
- continue
- guid = None
- try:
- with open(meta_file_path, 'r', encoding='utf-8') as f:
- for line in f:
- if line.strip().startswith('guid:'):
- guid = line.strip().split(':')[1].strip()
- break
- except Exception as e:
- print(f"Warning: Could not read or parse guid from {meta_file_path}. {e}", file=sys.stderr)
- continue
- if guid:
- asset_ext = asset_file_path.suffix.lower()
- asset_type = asset_type_map.get(asset_ext, 'others')
- relative_path = asset_file_path.relative_to(input_dir).as_posix()
- guid_maps[asset_type][guid] = relative_path
- mappers_dir = output_dir / "GuidMappers"
- try:
- mappers_dir.mkdir(parents=True, exist_ok=True)
- for asset_type, guid_map in guid_maps.items():
- if guid_map:
- output_path = mappers_dir / f"{asset_type}.json"
- write_json(guid_map, output_path, indent=indent)
- print(f"Successfully created GUID mappers in {mappers_dir}")
- except OSError as e:
- print(f"Error: Could not create GUID mapper directory or files. {e}", file=sys.stderr)
- def main():
- """
- Main function to run the mid-level data extraction process.
- This script orchestrates the parsing of scene and prefab files.
- """
- parser = argparse.ArgumentParser(
- description="Generates a virtual representation of the project's structure."
- )
- parser.add_argument(
- "--input",
- type=str,
- required=True,
- help="The root directory of the target Unity project."
- )
- parser.add_argument(
- "--output",
- type=str,
- required=True,
- help="The directory where the generated output folder will be saved."
- )
- parser.add_argument(
- "--indent",
- type=int,
- default=None,
- help="Indentation level for JSON output. Defaults to None (compact)."
- )
- args = parser.parse_args()
- input_dir = Path(args.input).resolve()
- output_dir = Path(args.output).resolve()
- if not input_dir.is_dir():
- print(f"Error: Input path '{input_dir}' is not a valid directory.", file=sys.stderr)
- sys.exit(1)
- # --- Setup Output Directories ---
- mid_level_output_dir = output_dir / "MidLevel"
- output_assets_dir = mid_level_output_dir / "Assets"
- try:
- output_assets_dir.mkdir(parents=True, exist_ok=True)
- print(f"Output will be saved to: {mid_level_output_dir}")
- except OSError as e:
- print(f"Error: Could not create output directory '{mid_level_output_dir}'. {e}", file=sys.stderr)
- sys.exit(1)
- assets_dir = input_dir / "Assets"
- if not assets_dir.is_dir():
- print(f"Warning: 'Assets' directory not found in '{input_dir}'. Skipping all processing.", file=sys.stderr)
- return
- # --- Task 1: Replicate 'Assets' directory structure ---
- print(f"\n--- Replicating 'Assets' directory structure ---")
- replicate_directory_structure(str(assets_dir), str(output_assets_dir))
- print("Directory structure replication complete.")
- # --- Task 2: Generate GUID Map ---
- print("\n--- Generating GUID Map ---")
- guid_map = create_guid_to_path_map(str(input_dir))
- guid_map_path = mid_level_output_dir / "guid_map.json"
- try:
- # Use the new centralized utility
- write_json(guid_map, guid_map_path, indent=args.indent)
- print(f"Successfully created GUID map: {guid_map_path}")
- except Exception as e:
- print(f"Error writing GUID map: {e}", file=sys.stderr)
- sys.exit(1)
- # --- Task 3: Generate Detailed GUID Mappers ---
- generate_guid_mappers(input_dir, mid_level_output_dir, indent=args.indent)
- # --- Task 4: Orchestrate Scene and Prefab Parsing ---
- print("\n--- Starting Scene/Prefab Parsing Orchestration ---")
-
- scene_files = find_files_by_extension(str(assets_dir), '.unity')
- prefab_files = find_files_by_extension(str(assets_dir), '.prefab')
- files_to_process = scene_files + prefab_files
-
- print(f"Found {len(files_to_process)} scene/prefab files to process.")
- # Create a single processor instance to use for all files
- processor = UnitySceneProcessor(guid_map)
- for file_path_str in files_to_process:
- file_path = Path(file_path_str)
-
- relative_path = file_path.relative_to(assets_dir)
- output_path = output_assets_dir / relative_path
- output_path = output_path.with_suffix('.json')
-
- try:
- print(f"\n--- Processing: {file_path.name} ---")
- # Process the file and get the result
- result = processor.process_file(file_path)
-
- # Ensure the output directory exists
- output_path.parent.mkdir(parents=True, exist_ok=True)
- # Write the result using the centralized utility
- write_json(result, output_path, indent=args.indent)
- print(f"Successfully processed {file_path.name} -> {output_path}")
- except Exception as e:
- print(f"Error processing {file_path.name}: {e}", file=sys.stderr)
- # Potentially continue to the next file
- # sys.exit(1)
- print("\nMid-level extraction complete.")
- if __name__ == "__main__":
- main()
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