UnityGame/Library/PackageCache/com.unity.inputsystem/Tests/TestFixture/AssetDatabaseUtils.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using System;
using System.IO;
using UnityEditor;
namespace UnityEngine.InputSystem
{
/// Provides convenience functions for creating and managing assets for test purposes.
/// Note that all returned paths are converted to Unix paths when running on Windows
/// for consistency and to avoid mixed path names.
public static class AssetDatabaseUtils
{
private const string kAssetPath = "Assets";
private const string kTestPath = "TestFiles";
private const string kMetaExtension = ".meta";
private const string kDefaultAssetExtension = "asset";
// Perform an operation equivalent to a file delete operation outside of Unity Editor.
// Note that meta file is also removed to avoid generating warnings about non-clean delete.
public static void ExternalDeleteFileOrDirectory(string path)
{
FileUtil.DeleteFileOrDirectory(path);
FileUtil.DeleteFileOrDirectory(path + kMetaExtension);
}
// Perform an operation equivalent to a file move operation outside of Unity Editor.
// Note that meta file is also moved to avoid generating warnings about non-clean move.
public static void ExternalMoveFileOrDirectory(string source, string dest)
{
FileUtil.MoveFileOrDirectory(source, dest);
FileUtil.MoveFileOrDirectory(source + kMetaExtension, dest + kMetaExtension);
}
// Create an asset at the given path containing the given text content.
private static T CreateAssetAtPath<T>(string path, string content) where T : UnityEngine.Object
{
Debug.Assert(!File.Exists(path));
T obj;
try
{
CreateDirectories(Path.GetDirectoryName(path));
File.WriteAllText(path, content);
AssetDatabase.ImportAsset(path);
obj = AssetDatabase.LoadAssetAtPath<T>(path);
if (obj == null)
throw new Exception($"Failed to create asset at \"{path}\"");
}
catch (Exception)
{
AssetDatabase.DeleteAsset(path);
throw;
}
return obj;
}
private static string SanitizePath(string path)
{
return path?.Replace("\\", "/");
}
private static void CreateRootDirectory()
{
CreateDirectories(RootPath());
}
// Creates all directories (including intermediate) defined in path.
private static string CreateDirectories(string path)
{
if (Directory.Exists(path))
return SanitizePath(path);
var parentFolder = kAssetPath;
path = path.Replace("\\", "/"); // Make sure we only get '/' separators.
var directories = path.Split('/');
if (directories[0] != kAssetPath)
throw new ArgumentException(path);
for (var i = 1; i < directories.Length; ++i)
{
var guid = AssetDatabase.CreateFolder(parentFolder, directories[i]);
if (guid == string.Empty)
throw new Exception("Failed to create path \"" + path + "\"");
parentFolder = SanitizePath(Path.Combine(parentFolder, directories[i]));
}
AssetDatabase.Refresh();
return SanitizePath(path);
}
// Creates a random test directory within asset folder that is automatically removed after test run.
public static string CreateDirectory()
{
return CreateDirectories(RandomDirectoryPath());
}
// Creates an asset in the given directory path with an explicit or random file name containing the
// given content or the default content based on type.
public static T CreateAsset<T>(string directoryPath, string filename = null, string content = null) where T : UnityEngine.Object
{
Debug.Assert(directoryPath == null || directoryPath.Contains(RootPath()));
Debug.Assert(filename == null || !filename.Contains("/"));
if (directoryPath == null)
directoryPath = RootPath();
string path;
if (filename != null)
{
path = SanitizePath(Path.Combine(directoryPath, filename));
if (File.Exists(path))
throw new Exception($"File already exists: {path}");
}
else
{
path = RandomAssetFilePath(directoryPath, AssetFileExtensionFromType(typeof(T)));
}
return CreateAsset<T>(path: path, content: content);
}
// Creates an asset at the given path containing the specified content.
// If path is null, a unique random file name is assigned, if content is null the default content based
// on type (extension) is used.
public static T CreateAsset<T>(string path = null, string content = null) where T : UnityEngine.Object
{
if (path == null)
path = RandomAssetFilePath(RootPath(), AssetFileExtensionFromType(typeof(T)));
if (content == null)
content = DefaultContentFromType(typeof(T));
return CreateAssetAtPath<T>(path, content);
}
public static void Restore()
{
var root = RootPath();
// Delete all files in test folder
if (!Directory.Exists(root))
return;
foreach (var asset in AssetDatabase.FindAssets("", new string[] { root }))
{
var path = AssetDatabase.GUIDToAssetPath(asset);
AssetDatabase.DeleteAsset(path);
}
AssetDatabase.DeleteAsset(root);
}
private static string RandomName()
{
const double scale = int.MaxValue;
double r = UnityEngine.Random.value;
return "Test_" + (int)(Math.Floor(r * scale));
}
private static string RandomAssetFilePath<T>(string directoryPath = null)
{
return RandomAssetFilePath(directoryPath, AssetFileExtensionFromType(typeof(T)));
}
private static string RandomAssetFilePath(string directoryPath = null, string extension = null)
{
// Default to using test files root path
if (directoryPath == null)
directoryPath = RootPath();
// Default to default extension
if (extension == null)
extension = kDefaultAssetExtension;
string path;
do
{
path = SanitizePath(Path.Combine(directoryPath, RandomName() + "." + extension)); // EDIT
}
while (File.Exists(path));
return path;
}
private static string RootPath()
{
return SanitizePath(Path.Combine(kAssetPath, kTestPath));
}
public static string RandomDirectoryPath()
{
string path;
do
{
path = Path.Combine(RootPath(), RandomName());
}
while (File.Exists(path));
return SanitizePath(path);
}
private static string AssetFileExtensionFromType(Type type)
{
if (type == typeof(InputActionAsset))
return InputActionAsset.Extension;
return kDefaultAssetExtension;
}
private static string DefaultContentFromType(Type type)
{
if (type == typeof(InputActionAsset))
return "{}";
return string.Empty;
}
}
}
#endif // UNITY_EDITOR