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feat: add generated asset bundle extraction UI
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using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using nadena.dev.ndmf.runtime; | ||
using UnityEditor; | ||
using UnityEngine; | ||
using VRC.SDK3.Avatars.ScriptableObjects; | ||
using Object = UnityEngine.Object; | ||
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namespace nadena.dev.ndmf.ui | ||
{ | ||
[CustomEditor(typeof(GeneratedAssets))] | ||
class MAAssetBundleEditor : Editor | ||
{ | ||
public override void OnInspectorGUI() | ||
{ | ||
if (GUILayout.Button("Unpack")) | ||
{ | ||
foreach (var target in targets) | ||
{ | ||
GeneratedAssets bundle = (GeneratedAssets) target; | ||
bundle.Extract(); | ||
} | ||
} | ||
} | ||
} | ||
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public static class GeneratedAssetBundleExtension | ||
{ | ||
/// <summary> | ||
/// Extracts a generated assets bundle into separate asset files | ||
/// </summary> | ||
/// <param name="bundle"></param> | ||
public static void Extract(this GeneratedAssets bundle) | ||
{ | ||
new GeneratedAssetBundleExtractor(bundle).Extract(); | ||
} | ||
} | ||
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internal class GeneratedAssetBundleExtractor | ||
{ | ||
private static readonly ISet<Type> RootAssets = new HashSet<Type>() | ||
{ | ||
typeof(Mesh), | ||
typeof(AnimationClip), | ||
typeof(RuntimeAnimatorController), | ||
typeof(VRCExpressionParameters), | ||
typeof(VRCExpressionsMenu), | ||
}; | ||
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private Dictionary<UnityEngine.Object, AssetInfo> _assets; | ||
private GeneratedAssets Bundle; | ||
private HashSet<Object> _unassigned; | ||
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internal GeneratedAssetBundleExtractor(GeneratedAssets bundle) | ||
{ | ||
_assets = GetContainedAssets(bundle); | ||
this.Bundle = bundle; | ||
} | ||
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class AssetInfo | ||
{ | ||
public readonly UnityEngine.Object Asset; | ||
public readonly HashSet<AssetInfo> IncomingReferences = new HashSet<AssetInfo>(); | ||
public readonly HashSet<AssetInfo> OutgoingReferences = new HashSet<AssetInfo>(); | ||
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public AssetInfo Root; | ||
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public AssetInfo(UnityEngine.Object obj) | ||
{ | ||
this.Asset = obj; | ||
} | ||
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public void PopulateReferences(Dictionary<UnityEngine.Object, AssetInfo> assets) | ||
{ | ||
if (Asset is Mesh || Asset is AnimationClip || Asset is VRCExpressionsMenu || | ||
Asset is VRCExpressionsMenu) | ||
{ | ||
return; // No child objects | ||
} | ||
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var so = new SerializedObject(Asset); | ||
var prop = so.GetIterator(); | ||
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// TODO extract to common code | ||
bool enterChildren = true; | ||
while (prop.Next(enterChildren)) | ||
{ | ||
enterChildren = true; | ||
if (prop.propertyType == SerializedPropertyType.ObjectReference) | ||
{ | ||
var value = prop.objectReferenceValue; | ||
if (value != null && assets.TryGetValue(value, out var target)) | ||
{ | ||
OutgoingReferences.Add(target); | ||
target.IncomingReferences.Add(this); | ||
} | ||
} | ||
else if (prop.propertyType == SerializedPropertyType.String) | ||
{ | ||
enterChildren = false; | ||
} | ||
} | ||
} | ||
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public void ForceAssignRoot() | ||
{ | ||
// First, see if we're reachable only from one root. | ||
HashSet<AssetInfo> visited = new HashSet<AssetInfo>(); | ||
HashSet<AssetInfo> roots = new HashSet<AssetInfo>(); | ||
Queue<AssetInfo> queue = new Queue<AssetInfo>(); | ||
visited.Add(this); | ||
queue.Enqueue(this); | ||
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while (queue.Count > 0 && roots.Count < 2) | ||
{ | ||
var next = queue.Dequeue(); | ||
if (next.Root != null) | ||
{ | ||
roots.Add(next.Root); | ||
} | ||
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foreach (var outgoingReference in next.IncomingReferences) | ||
{ | ||
if (visited.Add(outgoingReference)) | ||
{ | ||
queue.Enqueue(outgoingReference); | ||
} | ||
} | ||
} | ||
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if (roots.Count == 1) | ||
{ | ||
this.Root = roots.First(); | ||
} | ||
else | ||
{ | ||
this.Root = this; | ||
} | ||
} | ||
} | ||
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public static void Unpack(GeneratedAssets bundle) | ||
{ | ||
try | ||
{ | ||
AssetDatabase.StartAssetEditing(); | ||
new GeneratedAssetBundleExtractor(bundle).Extract(); | ||
} | ||
finally | ||
{ | ||
AssetDatabase.StopAssetEditing(); | ||
} | ||
} | ||
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private bool TryAssignRoot(AssetInfo info) | ||
{ | ||
if (info.Root != null) | ||
{ | ||
return true; | ||
} | ||
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if (RootAssets.Any(t => t.IsInstanceOfType(info.Asset)) || info.IncomingReferences.Count == 0) | ||
{ | ||
info.Root = info; | ||
return true; | ||
} | ||
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var firstRoot = info.IncomingReferences.First().Root; | ||
if (firstRoot != null && !_unassigned.Contains(firstRoot.Asset) | ||
&& info.IncomingReferences.All(t => t.Root == firstRoot)) | ||
{ | ||
info.Root = firstRoot; | ||
return true; | ||
} | ||
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return false; | ||
} | ||
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internal void Extract() | ||
{ | ||
string path = AssetDatabase.GetAssetPath(Bundle); | ||
var directory = System.IO.Path.GetDirectoryName(path); | ||
_unassigned = new HashSet<UnityEngine.Object>(_assets.Keys); | ||
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foreach (var info in _assets.Values) | ||
{ | ||
info.PopulateReferences(_assets); | ||
} | ||
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var queue = new Queue<UnityEngine.Object>(); | ||
while (_unassigned.Count > 0) | ||
{ | ||
// Bootstrap | ||
if (queue.Count == 0) | ||
{ | ||
_unassigned.Where(o => TryAssignRoot(_assets[o])).ToList().ForEach(o => { queue.Enqueue(o); }); | ||
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if (queue.Count == 0) | ||
{ | ||
_assets[_unassigned.First()].ForceAssignRoot(); | ||
queue.Enqueue(_unassigned.First()); | ||
} | ||
} | ||
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while (queue.Count > 0) | ||
{ | ||
var next = queue.Dequeue(); | ||
ProcessSingleAsset(directory, next); | ||
_unassigned.Remove(next); | ||
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foreach (var outgoingReference in _assets[next].OutgoingReferences) | ||
{ | ||
if (_unassigned.Contains(outgoingReference.Asset) && TryAssignRoot(outgoingReference)) | ||
{ | ||
queue.Enqueue(outgoingReference.Asset); | ||
} | ||
} | ||
} | ||
} | ||
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AssetDatabase.DeleteAsset(path); | ||
} | ||
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private string AssignAssetFilename(string directory, Object next) | ||
{ | ||
string assetName = next.name; | ||
if (string.IsNullOrEmpty(assetName)) | ||
{ | ||
next.name = next.GetType().Name + " " + GUID.Generate().ToString(); | ||
assetName = next.name; | ||
} | ||
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string assetFile; | ||
for (int extension = 0;; extension++) | ||
{ | ||
assetFile = assetName + (extension == 0 ? "" : $" ({extension})") + ".asset"; | ||
assetFile = System.IO.Path.Combine(directory, assetFile); | ||
if (!System.IO.File.Exists(assetFile)) | ||
{ | ||
break; | ||
} | ||
} | ||
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return assetFile; | ||
} | ||
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private void ProcessSingleAsset(string directory, Object next) | ||
{ | ||
AssetDatabase.RemoveObjectFromAsset(next); | ||
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var info = _assets[next]; | ||
if (info.Root != info) | ||
{ | ||
if (!AssetDatabase.IsMainAsset(info.Root.Asset)) | ||
{ | ||
throw new Exception( | ||
$"Desired root {info.Root.Asset.name} for asset {next.name} is not a root asset"); | ||
} | ||
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AssetDatabase.AddObjectToAsset(next, info.Root.Asset); | ||
} | ||
else | ||
{ | ||
AssetDatabase.CreateAsset(next, AssignAssetFilename(directory, next)); | ||
} | ||
} | ||
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private static Dictionary<Object, AssetInfo> GetContainedAssets(GeneratedAssets bundle) | ||
{ | ||
string path = AssetDatabase.GetAssetPath(bundle); | ||
var rawAssets = AssetDatabase.LoadAllAssetsAtPath(path); | ||
Dictionary<Object, AssetInfo> infos = new Dictionary<Object, AssetInfo>(rawAssets.Length); | ||
foreach (var asset in rawAssets) | ||
{ | ||
if (!(asset is GeneratedAssets)) | ||
{ | ||
infos.Add(asset, new AssetInfo(asset)); | ||
} | ||
} | ||
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return infos; | ||
} | ||
} | ||
} |
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