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// The MIT License (MIT)
//
// Copyright 2013 by Kay Bothfeld, Germany
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
/// <summary>
/// Editor class for generating a class containing bundle version information to be accessed at runtime.
/// Magic happens in static constructor which is called from Unity automatically when it detects any changes in
/// Assets/ directory structure.
/// Depending on the flag "trackedMode" (true by default) a tracked or a simple bundle version class is generated.
/// Tracked means that you have access to older version labels as constants to compare with.
/// See the 2 blog postings for a more detailed discussion:
/// http://www.scio.de/en/blog-a-news/scio-development-blog-en/entry/accessing-bundle-version-in-unity-at-runtime-1
/// </summary>
[InitializeOnLoad]
public class BundleVersionChecker
{
static string ClassName {
get { return (ConfigBundleVersionChecker.trackedMode ? ConfigBundleVersionChecker.TrackedClassName : ConfigBundleVersionChecker.SimpleClassName); }
}
static string TargetCodeFile {
get { return ConfigBundleVersionChecker.TargetDir + "/" + ClassName + ".cs"; }
}
static AbstractBundleVersionGenerator generator;
/// <summary>
/// Class attribute [InitializeOnLoad] triggers calling the static constructor on every refresh.
/// </summary>
static BundleVersionChecker () {
string bundleVersion = PlayerSettings.bundleVersion;
string bundleIdentifier = PlayerSettings.bundleIdentifier;
if (ConfigBundleVersionChecker.trackedMode) {
generator = new TrackedBundleVersionGenerator (ClassName, bundleVersion, bundleIdentifier);
} else {
generator = new SimpleBundleVersionGenerator (ClassName, bundleVersion, bundleIdentifier);
}
if (generator.CheckForUpdates ()) {
CreateNewBuildVersionClassFile (bundleVersion);
}
}
/// <summary>
/// Creates the new class file for ClassName.cs regardless if there is an existing one or not.
/// </summary>
/// <param name='bundleVersion'>
/// New bundle version to write into code.
/// </param>
static void CreateNewBuildVersionClassFile (string bundleVersion) {
string code = generator.GenerateCode ();
if (System.String.IsNullOrEmpty (code)) {
Debug.Log ("Code generation stopped, no code to write.");
}
CheckOrCreateDirectory (ConfigBundleVersionChecker.TargetDir);
bool success = false;
using (StreamWriter writer = new StreamWriter (TargetCodeFile, false)) {
try {
writer.WriteLine ("{0}", code);
success = true;
} catch (System.Exception ex) {
string msg = " \n" + ex.ToString ();
Debug.LogError (msg);
EditorUtility.DisplayDialog ("Error when trying to regenerate file " + TargetCodeFile, msg, "OK");
}
}
if (success) {
AssetDatabase.Refresh (ImportAssetOptions.Default);
}
}
static void CheckOrCreateDirectory (string dir) {
if (File.Exists (dir)) {
Debug.LogWarning (dir + " is a file instead of a directory !");
return;
} else if (!Directory.Exists (dir)) {
try {
Directory.CreateDirectory (dir);
} catch (System.Exception ex) {
Debug.LogWarning (ex.Message);
throw ex;
}
}
}
public static bool CopyTrackedBundleVersionInfo () {
if (!File.Exists (ConfigBundleVersionChecker.TrackedBundleVersionInfoTarget)) {
CheckOrCreateDirectory (ConfigBundleVersionChecker.TargetDir);
string srcPath = ConfigBundleVersionChecker.TrackedBundleVersionInfoTemplate;
if (File.Exists (srcPath)) {
File.Copy (srcPath, ConfigBundleVersionChecker.TrackedBundleVersionInfoTarget, true);
Debug.Log ("Successfully copied template for class TrackedBundleVersionInfo to " + ConfigBundleVersionChecker.TrackedBundleVersionInfoTarget);
} else {
Debug.LogWarning ("File not found " + srcPath);
return false;
}
}
return true;
}
}