ProjectExporterWindow.cs 9.1 KB

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  1. using UnityEditor;
  2. using UnityEngine;
  3. using UnityEngine.UIElements;
  4. using System.Collections.Generic;
  5. namespace ProjectExporter
  6. {
  7. public class ProjectExporterWindow : EditorWindow
  8. {
  9. private ProjectExporterController _controller;
  10. private VisualElement _rootElement;
  11. private VisualElement _contentContainer;
  12. private Dictionary<string, AssetModel> _assetTrees;
  13. private string _currentTab = "General"; // Default to General tab
  14. // Checkbox states for the General tab
  15. private bool _exportScenes = true;
  16. private bool _exportPrefabs = true;
  17. private bool _exportScriptableObjects = true;
  18. private bool _exportMetaFiles = true;
  19. private bool _exportSettings = true;
  20. [MenuItem("Tools/Project Exporter")]
  21. public static void ShowWindow()
  22. {
  23. var wnd = GetWindow<ProjectExporterWindow>();
  24. wnd.titleContent = new GUIContent("Project Exporter", EditorGUIUtility.IconContent("d_Profiler.GlobalIllumination").image);
  25. wnd.minSize = new Vector2(400, 300);
  26. }
  27. private void OnEnable()
  28. {
  29. _controller = new ProjectExporterController();
  30. _assetTrees = new Dictionary<string, AssetModel>();
  31. _rootElement = rootVisualElement;
  32. BuildUI();
  33. RefreshContent(_currentTab);
  34. }
  35. private void BuildUI()
  36. {
  37. _rootElement.Clear();
  38. var tabContainer = new VisualElement { style = { flexDirection = FlexDirection.Row } };
  39. tabContainer.Add(ProjectExporterUI.CreateTab("General")); // New General tab
  40. tabContainer.Add(ProjectExporterUI.CreateTab("Scenes"));
  41. tabContainer.Add(ProjectExporterUI.CreateTab("Prefabs"));
  42. tabContainer.Add(ProjectExporterUI.CreateTab("Scriptable Objects"));
  43. tabContainer.Add(ProjectExporterUI.CreateTab("Meta Files"));
  44. tabContainer.Add(ProjectExporterUI.CreateTab("Settings"));
  45. _rootElement.Add(tabContainer);
  46. var scrollView = new ScrollView(ScrollViewMode.Vertical);
  47. _rootElement.Add(scrollView);
  48. _contentContainer = ProjectExporterUI.CreateMainContainer();
  49. scrollView.Add(_contentContainer);
  50. var generateButton = ProjectExporterUI.CreateGenerateButton(_currentTab == "General");
  51. _rootElement.Add(generateButton);
  52. // The button's action will depend on the current tab
  53. generateButton.clicked += () => {
  54. if (_currentTab == "General")
  55. {
  56. PerformBulkExport();
  57. }
  58. else if (_assetTrees.ContainsKey(_currentTab))
  59. {
  60. _controller.ExportAssets(_assetTrees[_currentTab], _currentTab);
  61. }
  62. };
  63. var tabs = tabContainer.Query<Button>().ToList();
  64. tabs[0].clicked += () => RefreshContent("General");
  65. tabs[1].clicked += () => RefreshContent("Scenes");
  66. tabs[2].clicked += () => RefreshContent("Prefabs");
  67. tabs[3].clicked += () => RefreshContent("Scriptable Objects");
  68. tabs[4].clicked += () => RefreshContent("Meta Files");
  69. tabs[5].clicked += () => RefreshContent("Settings");
  70. }
  71. private void RefreshContent(string tabName)
  72. {
  73. _currentTab = tabName;
  74. _contentContainer.Clear();
  75. if (tabName == "General")
  76. {
  77. DrawGeneralTab();
  78. return;
  79. }
  80. if (!_assetTrees.ContainsKey(tabName))
  81. {
  82. LoadAssetTree(tabName);
  83. }
  84. var rootModel = _assetTrees[tabName];
  85. if (rootModel != null)
  86. {
  87. foreach (var child in rootModel.Children)
  88. {
  89. _contentContainer.Add(CreateAssetView(child, 0));
  90. }
  91. }
  92. }
  93. private void DrawGeneralTab()
  94. {
  95. var title = new Label("Select Export Types") { style = { unityFontStyleAndWeight = FontStyle.Bold } };
  96. _contentContainer.Add(title);
  97. var scenesToggle = ProjectExporterUI.CreateToggle("Export Scenes", _exportScenes, evt => _exportScenes = evt.newValue);
  98. var prefabsToggle = ProjectExporterUI.CreateToggle("Export Prefabs", _exportPrefabs, evt => _exportPrefabs = evt.newValue);
  99. var soToggle = ProjectExporterUI.CreateToggle("Export Scriptable Objects", _exportScriptableObjects, evt => _exportScriptableObjects = evt.newValue);
  100. var metaToggle = ProjectExporterUI.CreateToggle("Export Meta Files", _exportMetaFiles, evt => _exportMetaFiles = evt.newValue);
  101. var settingsToggle = ProjectExporterUI.CreateToggle("Export Settings", _exportSettings, evt => _exportSettings = evt.newValue);
  102. _contentContainer.Add(scenesToggle);
  103. _contentContainer.Add(prefabsToggle);
  104. _contentContainer.Add(soToggle);
  105. _contentContainer.Add(metaToggle);
  106. _contentContainer.Add(settingsToggle);
  107. }
  108. private void PerformBulkExport()
  109. {
  110. if (_exportScenes) ExportAllOfType("Scenes");
  111. if (_exportPrefabs) ExportAllOfType("Prefabs");
  112. if (_exportScriptableObjects) ExportAllOfType("Scriptable Objects");
  113. if (_exportMetaFiles) ExportAllOfType("Meta Files");
  114. if (_exportSettings) ExportAllOfType("Settings");
  115. EditorUtility.DisplayDialog("Bulk Export", "Bulk export process finished.", "OK");
  116. }
  117. private void ExportAllOfType(string type)
  118. {
  119. if (!_assetTrees.ContainsKey(type))
  120. {
  121. LoadAssetTree(type);
  122. }
  123. var rootModel = _assetTrees[type];
  124. if (rootModel != null)
  125. {
  126. SetChildrenSelection(rootModel, true); // Select all assets
  127. _controller.ExportAssets(rootModel, type);
  128. }
  129. }
  130. private void LoadAssetTree(string tabName)
  131. {
  132. EditorUtility.DisplayProgressBar("Loading...", $"Fetching {tabName}...", 0.5f);
  133. try
  134. {
  135. switch (tabName)
  136. {
  137. case "Scenes":
  138. _assetTrees[tabName] = _controller.GetAssets("t:Scene");
  139. break;
  140. case "Prefabs":
  141. _assetTrees[tabName] = _controller.GetAssets("t:Prefab");
  142. break;
  143. case "Scriptable Objects":
  144. _assetTrees[tabName] = _controller.GetAssets("t:ScriptableObject");
  145. break;
  146. case "Meta Files":
  147. _assetTrees[tabName] = _controller.GetAllMetaFiles();
  148. break;
  149. case "Settings":
  150. _assetTrees[tabName] = _controller.GetProjectSettingsFiles();
  151. break;
  152. }
  153. }
  154. finally
  155. {
  156. EditorUtility.ClearProgressBar();
  157. }
  158. }
  159. private VisualElement CreateAssetView(AssetModel model, int indentLevel)
  160. {
  161. const int indentWidth = 20;
  162. if (model.Children.Count > 0)
  163. {
  164. var row = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginLeft = indentLevel * indentWidth } };
  165. var foldout = ProjectExporterUI.CreateFoldout(model.Name);
  166. foldout.style.flexGrow = 1;
  167. var toggle = new Toggle { value = model.IsSelected, text = "" };
  168. toggle.RegisterValueChangedCallback(evt => {
  169. model.IsSelected = evt.newValue;
  170. SetChildrenSelection(model, evt.newValue);
  171. UpdateChildTogglesUI(foldout, evt.newValue);
  172. });
  173. row.Add(toggle);
  174. row.Add(foldout);
  175. foreach (var child in model.Children)
  176. {
  177. foldout.Add(CreateAssetView(child, indentLevel + 1));
  178. }
  179. return row;
  180. }
  181. else
  182. {
  183. var toggle = ProjectExporterUI.CreateToggle(model.Name);
  184. toggle.style.marginLeft = (indentLevel + 1) * indentWidth;
  185. toggle.value = model.IsSelected;
  186. toggle.RegisterValueChangedCallback(evt => model.IsSelected = evt.newValue);
  187. return toggle;
  188. }
  189. }
  190. private void UpdateChildTogglesUI(VisualElement container, bool isSelected)
  191. {
  192. container.Query<Toggle>().ForEach(childToggle => {
  193. childToggle.SetValueWithoutNotify(isSelected);
  194. });
  195. }
  196. private void SetChildrenSelection(AssetModel parent, bool isSelected)
  197. {
  198. parent.IsSelected = isSelected;
  199. foreach (var child in parent.Children)
  200. {
  201. SetChildrenSelection(child, isSelected);
  202. }
  203. }
  204. }
  205. }