CR-style smoke deflector

master
t0stiman 2023-12-09 16:33:48 +01:00
parent 757b9f21f7
commit e7a9ea98f8
50 changed files with 2542 additions and 232 deletions

3
.gitignore vendored
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@ -403,4 +403,5 @@ FodyWeavers.xsd
*.unitypackage
assetbundles/*.manifest
assetbundles/assetbundles
assetbundles/assetbundles
*.zip

74
BundleBuilder/.gitignore vendored Normal file
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@ -0,0 +1,74 @@
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
.idea

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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleBuilder))]
public class BuildButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleBuilder)target;
if (GUILayout.Button("HEY! Build the bundles."))
{
myScript.BuildIt();
}
}
}
#endif

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
public class BundleBuilder : MonoBehaviour
{
public string bundleName;
public string exportPath;
public void BuildIt()
{
var builds = new List<AssetBundleBuild>();
var asssetBundleFiles = new List<string>();
foreach (var assPath in AssetDatabase.GetAllAssetPaths())
{
//the / in Assets/ is crucial
if (!assPath.StartsWith("Assets/") || assPath.StartsWith("Assets/DontBuildThis"))
{
continue;
}
asssetBundleFiles.Add(assPath);
Debug.Log(assPath);
}
builds.Add(new AssetBundleBuild {
assetBundleName = bundleName,
assetNames = asssetBundleFiles.ToArray()
});
var success = BuildPipeline.BuildAssetBundles(
exportPath,
builds.ToArray(),
BuildAssetBundleOptions.None,
BuildTarget.StandaloneWindows64
);
Debug.Log($"success: {success}");
}
}
#endif

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using System.IO;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
public class BundleChecker : MonoBehaviour
{
public string BundleFolder;
public void CheckEm()
{
// var bundlePaths = Directory.GetFiles(Application.dataPath + "/ToCheck");
var bundlePaths = Directory.GetFiles(BundleFolder);
foreach (var bp in bundlePaths)
{
var extension = Path.GetExtension(bp);
if (extension == ".meta" || extension == ".manifest")
{
continue;
}
var assBun = AssetBundle.LoadFromFile(bp);
Debug.Log(assBun.name);
foreach (var assName in assBun.GetAllAssetNames())
{
Debug.Log(assName);
}
}
}
}
#endif

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using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(BundleChecker))]
public class CheckerButton : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
var myScript = (BundleChecker)target;
if (GUILayout.Button("Check em"))
{
myScript.CheckEm();
}
}
}
#endif

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