Commit 1263d60c by alsunj

Merge branch 'network-animator' into 'main'

Add NetworkManager, Host-Client Connection UI, Sync animations

See merge request alsunj/loputoo!1
parents 6e3cc552 45506c28
Showing with 3723 additions and 1 deletions
......@@ -13,4 +13,9 @@ MonoBehaviour:
m_Name: DefaultNetworkPrefabs
m_EditorClassIdentifier:
IsDefault: 1
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using UnityEditor;
namespace ParrelSync
{
[InitializeOnLoad]
public class EditorQuit
{
/// <summary>
/// Is editor being closed
/// </summary>
static public bool IsQuiting { get; private set; }
static void Quit()
{
IsQuiting = true;
}
static EditorQuit()
{
IsQuiting = false;
EditorApplication.quitting += Quit;
}
}
}
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using UnityEditor;
using UnityEngine;
namespace ParrelSync
{
/// <summary>
/// For preventing assets being modified from the clone instance.
/// </summary>
public class ParrelSyncAssetModificationProcessor : UnityEditor.AssetModificationProcessor
{
public static string[] OnWillSaveAssets(string[] paths)
{
if (ClonesManager.IsClone() && Preferences.AssetModPref.Value)
{
if (paths != null && paths.Length > 0 && !EditorQuit.IsQuiting)
{
EditorUtility.DisplayDialog(
ClonesManager.ProjectName + ": Asset modifications saving detected and blocked",
"Asset modifications saving are blocked in the clone instance. \n\n" +
"This is a clone of the original project. \n" +
"Making changes to asset files via the clone editor is not recommended. \n" +
"Please use the original editor window if you want to make changes to the project files.",
"ok"
);
foreach (var path in paths)
{
Debug.Log("Attempting to save " + path + " are blocked.");
}
}
return new string[0] { };
}
return paths;
}
}
}
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using UnityEngine;
using UnityEditor;
using System.IO;
namespace ParrelSync
{
/// <summary>
///Clones manager Unity editor window
/// </summary>
public class ClonesManagerWindow : EditorWindow
{
/// <summary>
/// Returns true if project clone exists.
/// </summary>
public bool isCloneCreated
{
get { return ClonesManager.GetCloneProjectsPath().Count >= 1; }
}
[MenuItem("ParrelSync/Clones Manager", priority = 0)]
private static void InitWindow()
{
ClonesManagerWindow window = (ClonesManagerWindow)EditorWindow.GetWindow(typeof(ClonesManagerWindow));
window.titleContent = new GUIContent("Clones Manager");
window.Show();
}
/// <summary>
/// For storing the scroll position of clones list
/// </summary>
Vector2 clonesScrollPos;
private void OnGUI()
{
/// If it is a clone project...
if (ClonesManager.IsClone())
{
//Find out the original project name and show the help box
string originalProjectPath = ClonesManager.GetOriginalProjectPath();
if (originalProjectPath == string.Empty)
{
/// If original project cannot be found, display warning message.
EditorGUILayout.HelpBox(
"This project is a clone, but the link to the original seems lost.\nYou have to manually open the original and create a new clone instead of this one.\n",
MessageType.Warning);
}
else
{
/// If original project is present, display some usage info.
EditorGUILayout.HelpBox(
"This project is a clone of the project '" + Path.GetFileName(originalProjectPath) + "'.\nIf you want to make changes the project files or manage clones, please open the original project through Unity Hub.",
MessageType.Info);
}
//Clone project custom argument.
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Arguments", GUILayout.Width(70));
if (GUILayout.Button("?", GUILayout.Width(20)))
{
Application.OpenURL(ExternalLinks.CustomArgumentHelpLink);
}
GUILayout.EndHorizontal();
string argumentFilePath = Path.Combine(ClonesManager.GetCurrentProjectPath(), ClonesManager.ArgumentFileName);
//Need to be careful with file reading / writing since it will effect the deletion of
// the clone project(The directory won't be fully deleted if there's still file inside being read or write).
//The argument file will be deleted first at the beginning of the project deletion process
//to prevent any further being read and write.
//Will need to take some extra cautious if want to change the design of how file editing is handled.
if (File.Exists(argumentFilePath))
{
string argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
string argumentTextAreaInput = EditorGUILayout.TextArea(argument,
GUILayout.Height(50),
GUILayout.MaxWidth(300)
);
File.WriteAllText(argumentFilePath, argumentTextAreaInput, System.Text.Encoding.UTF8);
}
else
{
EditorGUILayout.LabelField("No argument file found.");
}
}
else// If it is an original project...
{
if (isCloneCreated)
{
GUILayout.BeginVertical("HelpBox");
GUILayout.Label("Clones of this Project");
//List all clones
clonesScrollPos =
EditorGUILayout.BeginScrollView(clonesScrollPos);
var cloneProjectsPath = ClonesManager.GetCloneProjectsPath();
for (int i = 0; i < cloneProjectsPath.Count; i++)
{
GUILayout.BeginVertical("GroupBox");
string cloneProjectPath = cloneProjectsPath[i];
bool isOpenInAnotherInstance = ClonesManager.IsCloneProjectRunning(cloneProjectPath);
if (isOpenInAnotherInstance == true)
EditorGUILayout.LabelField("Clone " + i + " (Running)", EditorStyles.boldLabel);
else
EditorGUILayout.LabelField("Clone " + i);
GUILayout.BeginHorizontal();
EditorGUILayout.TextField("Clone project path", cloneProjectPath, EditorStyles.textField);
if (GUILayout.Button("View Folder", GUILayout.Width(80)))
{
ClonesManager.OpenProjectInFileExplorer(cloneProjectPath);
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Arguments", GUILayout.Width(70));
if (GUILayout.Button("?", GUILayout.Width(20)))
{
Application.OpenURL(ExternalLinks.CustomArgumentHelpLink);
}
GUILayout.EndHorizontal();
string argumentFilePath = Path.Combine(cloneProjectPath, ClonesManager.ArgumentFileName);
//Need to be careful with file reading/writing since it will effect the deletion of
//the clone project(The directory won't be fully deleted if there's still file inside being read or write).
//The argument file will be deleted first at the beginning of the project deletion process
//to prevent any further being read and write.
//Will need to take some extra cautious if want to change the design of how file editing is handled.
if (File.Exists(argumentFilePath))
{
string argument = File.ReadAllText(argumentFilePath, System.Text.Encoding.UTF8);
string argumentTextAreaInput = EditorGUILayout.TextArea(argument,
GUILayout.Height(50),
GUILayout.MaxWidth(300)
);
File.WriteAllText(argumentFilePath, argumentTextAreaInput, System.Text.Encoding.UTF8);
}
else
{
EditorGUILayout.LabelField("No argument file found.");
}
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUILayout.Space();
EditorGUI.BeginDisabledGroup(isOpenInAnotherInstance);
if (GUILayout.Button("Open in New Editor"))
{
ClonesManager.OpenProject(cloneProjectPath);
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Delete"))
{
bool delete = EditorUtility.DisplayDialog(
"Delete the clone?",
"Are you sure you want to delete the clone project '" + ClonesManager.GetCurrentProject().name + "_clone'?",
"Delete",
"Cancel");
if (delete)
{
ClonesManager.DeleteClone(cloneProjectPath);
}
}
GUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Sync Packages Folder"))
{
ClonesManager.SyncPackages(cloneProjectPath);
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
EditorGUILayout.EndScrollView();
if (GUILayout.Button("Add new clone"))
{
ClonesManager.CreateCloneFromCurrent();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
else
{
/// If no clone created yet, we must create it.
EditorGUILayout.HelpBox("No project clones found. Create a new one!", MessageType.Info);
if (GUILayout.Button("Create new clone"))
{
ClonesManager.CreateCloneFromCurrent();
}
}
}
}
}
}
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namespace ParrelSync
{
public class ExternalLinks
{
public const string RemoteVersionURL = "https://raw.githubusercontent.com/VeriorPies/ParrelSync/master/VERSION.txt";
public const string Releases = "https://github.com/VeriorPies/ParrelSync/releases";
public const string CustomArgumentHelpLink = "https://github.com/VeriorPies/ParrelSync/wiki/Argument";
public const string GitHubHome = "https://github.com/VeriorPies/ParrelSync/";
public const string GitHubIssue = "https://github.com/VeriorPies/ParrelSync/issues";
public const string FAQ = "https://github.com/VeriorPies/ParrelSync/wiki/Troubleshooting-&-FAQs";
}
}
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using System.IO;
using UnityEngine;
namespace ParrelSync
{
public class FileUtilities
{
public static bool IsFileLocked(string path)
{
FileInfo file = new FileInfo(path);
try
{
using (FileStream stream = file.Open(FileMode.Open, FileAccess.Read, FileShare.None))
{
stream.Close();
}
}
catch (IOException)
{
//the file is unavailable because it is:
//still being written to
//or being processed by another thread
//or does not exist (has already been processed)
return true;
}
//file is not locked
return false;
}
}
}
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folderAsset: yes
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namespace ParrelSync.NonCore
{
using UnityEditor;
using UnityEngine;
/// <summary>
/// A simple script to display feedback/star dialog after certain time of project being opened/re-compiled.
/// Will only pop-up once unless "Remind me next time" are chosen.
/// Removing this file from project wont effect any other functions.
/// </summary>
[InitializeOnLoad]
public class AskFeedbackDialog
{
const string InitializeOnLoadCountKey = "ParrelSync_InitOnLoadCount", StopShowingKey = "ParrelSync_StopShowFeedBack";
static AskFeedbackDialog()
{
if (EditorPrefs.HasKey(StopShowingKey)) { return; }
int InitializeOnLoadCount = EditorPrefs.GetInt(InitializeOnLoadCountKey, 0);
if (InitializeOnLoadCount > 20)
{
ShowDialog();
}
else
{
EditorPrefs.SetInt(InitializeOnLoadCountKey, InitializeOnLoadCount + 1);
}
}
//[MenuItem("ParrelSync/(Debug)Show AskFeedbackDialog ")]
private static void ShowDialog()
{
int option = EditorUtility.DisplayDialogComplex("Do you like " + ParrelSync.ClonesManager.ProjectName + "?",
"Do you like " + ParrelSync.ClonesManager.ProjectName + "?\n" +
"If so, please don't hesitate to star it on GitHub and contribute to the project!",
"Star on GitHub",
"Close",
"Remind me next time"
);
switch (option)
{
// First parameter.
case 0:
Debug.Log("AskFeedbackDialog: Star on GitHub selected");
EditorPrefs.SetBool(StopShowingKey, true);
EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
Application.OpenURL(ExternalLinks.GitHubHome);
break;
// Second parameter.
case 1:
Debug.Log("AskFeedbackDialog: Close and never show again.");
EditorPrefs.SetBool(StopShowingKey, true);
EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
break;
// Third parameter.
case 2:
Debug.Log("AskFeedbackDialog: Remind me next time");
EditorPrefs.SetInt(InitializeOnLoadCountKey, 0);
break;
default:
//Debug.Log("Close windows.");
break;
}
}
///// <summary>
///// For debug purpose
///// </summary>
//[MenuItem("ParrelSync/(Debug)Delete AskFeedbackDialog keys")]
//private static void DebugDeleteAllKeys()
//{
// EditorPrefs.DeleteKey(InitializeOnLoadCountKey);
// EditorPrefs.DeleteKey(StopShowingKey);
// Debug.Log("AskFeedbackDialog keys deleted");
//}
}
}
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namespace ParrelSync.NonCore
{
using UnityEditor;
using UnityEngine;
public class OtherMenuItem
{
[MenuItem("ParrelSync/GitHub/View this project on GitHub", priority = 10)]
private static void OpenGitHub()
{
Application.OpenURL(ExternalLinks.GitHubHome);
}
[MenuItem("ParrelSync/GitHub/View FAQ", priority = 11)]
private static void OpenFAQ()
{
Application.OpenURL(ExternalLinks.FAQ);
}
[MenuItem("ParrelSync/GitHub/View Issues", priority = 12)]
private static void OpenGitHubIssues()
{
Application.OpenURL(ExternalLinks.GitHubIssue);
}
}
}
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using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace ParrelSync
{
// With ScriptableObject derived classes, .cs and .asset filenames MUST be identical
public class ParrelSyncProjectSettings : ScriptableObject
{
private const string ParrelSyncScriptableObjectsDirectory = "Assets/Plugins/ParrelSync/ScriptableObjects";
private const string ParrelSyncSettingsPath = ParrelSyncScriptableObjectsDirectory + "/" +
nameof(ParrelSyncProjectSettings) + ".asset";
[SerializeField]
[HideInInspector]
private List<string> m_OptionalSymbolicLinkFolders;
public const string NameOfOptionalSymbolicLinkFolders = nameof(m_OptionalSymbolicLinkFolders);
private static ParrelSyncProjectSettings GetOrCreateSettings()
{
ParrelSyncProjectSettings projectSettings;
if (File.Exists(ParrelSyncSettingsPath))
{
projectSettings = AssetDatabase.LoadAssetAtPath<ParrelSyncProjectSettings>(ParrelSyncSettingsPath);
if (projectSettings == null)
Debug.LogError("File Exists, but failed to load: " + ParrelSyncSettingsPath);
return projectSettings;
}
projectSettings = CreateInstance<ParrelSyncProjectSettings>();
projectSettings.m_OptionalSymbolicLinkFolders = new List<string>();
if (!Directory.Exists(ParrelSyncScriptableObjectsDirectory))
{
Directory.CreateDirectory(ParrelSyncScriptableObjectsDirectory);
}
AssetDatabase.CreateAsset(projectSettings, ParrelSyncSettingsPath);
AssetDatabase.SaveAssets();
return projectSettings;
}
public static SerializedObject GetSerializedSettings()
{
return new SerializedObject(GetOrCreateSettings());
}
}
public class ParrelSyncSettingsProvider : SettingsProvider
{
private const string MenuLocationInProjectSettings = "Project/ParrelSync";
private SerializedObject _parrelSyncProjectSettings;
private class Styles
{
public static readonly GUIContent SymlinkSectionHeading = new GUIContent("Optional Folders to Symbolically Link");
}
private ParrelSyncSettingsProvider(string path, SettingsScope scope = SettingsScope.User)
: base(path, scope)
{
}
public override void OnActivate(string searchContext, VisualElement rootElement)
{
// This function is called when the user clicks on the ParrelSyncSettings element in the Settings window.
_parrelSyncProjectSettings = ParrelSyncProjectSettings.GetSerializedSettings();
}
public override void OnGUI(string searchContext)
{
var property = _parrelSyncProjectSettings.FindProperty(ParrelSyncProjectSettings.NameOfOptionalSymbolicLinkFolders);
if (property is null || !property.isArray || property.arrayElementType != "string")
return;
var optionalFolderPaths = new List<string>(property.arraySize);
for (var i = 0; i < property.arraySize; ++i)
{
optionalFolderPaths.Add(property.GetArrayElementAtIndex(i).stringValue);
}
optionalFolderPaths.Add("");
GUILayout.BeginVertical("GroupBox");
GUILayout.Label(Styles.SymlinkSectionHeading);
GUILayout.Space(5);
var projectPath = ClonesManager.GetCurrentProjectPath();
var optionalFolderPathsIsDirty = false;
for (var i = 0; i < optionalFolderPaths.Count; ++i)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(optionalFolderPaths[i], EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select", GUILayout.Width(60)))
{
var result = EditorUtility.OpenFolderPanel("Select Folder to Symbolically Link...", "", "");
if (result.Contains(projectPath))
{
optionalFolderPaths[i] = result.Replace(projectPath, "");
optionalFolderPathsIsDirty = true;
}
else if (result != "")
{
Debug.LogWarning("Symbolic Link folder must be within the project directory");
}
}
if (GUILayout.Button("Clear", GUILayout.Width(60)))
{
optionalFolderPaths[i] = "";
optionalFolderPathsIsDirty = true;
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
if (!optionalFolderPathsIsDirty)
return;
optionalFolderPaths.RemoveAll(str => str == "");
property.arraySize = optionalFolderPaths.Count;
for (var i = 0; i < property.arraySize; ++i)
{
property.GetArrayElementAtIndex(i).stringValue = optionalFolderPaths[i];
}
_parrelSyncProjectSettings.ApplyModifiedProperties();
AssetDatabase.SaveAssets();
}
// Register the SettingsProvider
[SettingsProvider]
public static SettingsProvider CreateParrelSyncSettingsProvider()
{
return new ParrelSyncSettingsProvider(MenuLocationInProjectSettings, SettingsScope.Project)
{
keywords = GetSearchKeywordsFromGUIContentProperties<Styles>()
};
}
}
}
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace ParrelSync
{
/// <summary>
/// To add value caching for <see cref="EditorPrefs"/> functions
/// </summary>
public class BoolPreference
{
public string key { get; private set; }
public bool defaultValue { get; private set; }
public BoolPreference(string key, bool defaultValue)
{
this.key = key;
this.defaultValue = defaultValue;
}
private bool? valueCache = null;
public bool Value
{
get
{
if (valueCache == null)
valueCache = EditorPrefs.GetBool(key, defaultValue);
return (bool)valueCache;
}
set
{
if (valueCache == value)
return;
EditorPrefs.SetBool(key, value);
valueCache = value;
Debug.Log("Editor preference updated. key: " + key + ", value: " + value);
}
}
public void ClearValue()
{
EditorPrefs.DeleteKey(key);
valueCache = null;
}
}
/// <summary>
/// To add value caching for <see cref="EditorPrefs"/> functions
/// </summary>
public class ListOfStringsPreference
{
private static string serializationToken = "|||";
public string Key { get; private set; }
public ListOfStringsPreference(string key)
{
Key = key;
}
public List<string> GetStoredValue()
{
return this.Deserialize(EditorPrefs.GetString(Key));
}
public void SetStoredValue(List<string> strings)
{
EditorPrefs.SetString(Key, this.Serialize(strings));
}
public void ClearStoredValue()
{
EditorPrefs.DeleteKey(Key);
}
public string Serialize(List<string> data)
{
string result = string.Empty;
foreach (var item in data)
{
if (item.Contains(serializationToken))
{
Debug.LogError("Unable to serialize this value ["+item+"], it contains the serialization token ["+serializationToken+"]");
continue;
}
result += item + serializationToken;
}
return result;
}
public List<string> Deserialize(string data)
{
return data.Split(new string[] { serializationToken }, System.StringSplitOptions.None).ToList();
}
}
public class Preferences : EditorWindow
{
[MenuItem("ParrelSync/Preferences", priority = 1)]
private static void InitWindow()
{
Preferences window = (Preferences)EditorWindow.GetWindow(typeof(Preferences));
window.titleContent = new GUIContent(ClonesManager.ProjectName + " Preferences");
window.minSize = new Vector2(550, 300);
window.Show();
}
/// <summary>
/// Disable asset saving in clone editors?
/// </summary>
public static BoolPreference AssetModPref = new BoolPreference("ParrelSync_DisableClonesAssetSaving", true);
/// <summary>
/// In addition of checking the existence of UnityLockFile,
/// also check is the is the UnityLockFile being opened.
/// </summary>
public static BoolPreference AlsoCheckUnityLockFileStaPref = new BoolPreference("ParrelSync_CheckUnityLockFileOpenStatus", true);
/// <summary>
/// A list of folders to create sybolic links for,
/// useful for data that lives outside of the assets folder
/// eg. Wwise project data
/// </summary>
public static ListOfStringsPreference OptionalSymbolicLinkFolders = new ListOfStringsPreference("ParrelSync_OptionalSymbolicLinkFolders");
private void OnGUI()
{
if (ClonesManager.IsClone())
{
EditorGUILayout.HelpBox(
"This is a clone project. Please use the original project editor to change preferences.",
MessageType.Info);
return;
}
GUILayout.BeginVertical("HelpBox");
GUILayout.Label("Preferences");
GUILayout.BeginVertical("GroupBox");
AssetModPref.Value = EditorGUILayout.ToggleLeft(
new GUIContent(
"(recommended) Disable asset saving in clone editors- require re-open clone editors",
"Disable asset saving in clone editors so all assets can only be modified from the original project editor"
),
AssetModPref.Value);
if (Application.platform == RuntimePlatform.WindowsEditor)
{
AlsoCheckUnityLockFileStaPref.Value = EditorGUILayout.ToggleLeft(
new GUIContent(
"Also check UnityLockFile lock status while checking clone projects running status",
"Disable this can slightly increase Clones Manager window performance, but will lead to in-correct clone project running status" +
"(the Clones Manager window show the clone project is still running even it's not) if the clone editor crashed"
),
AlsoCheckUnityLockFileStaPref.Value);
}
GUILayout.EndVertical();
GUILayout.BeginVertical("GroupBox");
GUILayout.Label("Optional Folders to Symbolically Link");
GUILayout.Space(5);
// cache the current value
List<string> optionalFolderPaths = OptionalSymbolicLinkFolders.GetStoredValue();
bool optionalFolderPathsAreDirty = false;
// append a new row if full
if (optionalFolderPaths.Last() != "")
{
optionalFolderPaths.Add("");
}
var projectPath = ClonesManager.GetCurrentProjectPath();
for (int i = 0; i < optionalFolderPaths.Count; ++i)
{
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField(optionalFolderPaths[i], EditorStyles.textField, GUILayout.Height(EditorGUIUtility.singleLineHeight));
if (GUILayout.Button("Select Folder", GUILayout.Width(100)))
{
var result = EditorUtility.OpenFolderPanel("Select Folder to Symbolically Link...", "", "");
if (result.Contains(projectPath))
{
optionalFolderPaths[i] = result.Replace(projectPath,"");
optionalFolderPathsAreDirty = true;
}
else if( result != "")
{
Debug.LogWarning("Symbolic Link folder must be within the project directory");
}
}
if (GUILayout.Button("Clear", GUILayout.Width(100)))
{
optionalFolderPaths[i] = "";
optionalFolderPathsAreDirty = true;
}
GUILayout.EndHorizontal();
}
// only set the preference if the value is marked dirty
if (optionalFolderPathsAreDirty)
{
optionalFolderPaths.RemoveAll(str=> str == "");
OptionalSymbolicLinkFolders.SetStoredValue(optionalFolderPaths);
}
GUILayout.EndVertical();
if (GUILayout.Button("Reset to default"))
{
AssetModPref.ClearValue();
AlsoCheckUnityLockFileStaPref.ClearValue();
OptionalSymbolicLinkFolders.ClearStoredValue();
Debug.Log("Editor preferences cleared");
}
GUILayout.EndVertical();
}
}
}
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using System.Collections.Generic;
using System.Linq;
namespace ParrelSync
{
public class Project : System.ICloneable
{
public string name;
public string projectPath;
string rootPath;
public string assetPath;
public string projectSettingsPath;
public string libraryPath;
public string packagesPath;
public string autoBuildPath;
public string localPackages;
char[] separator = new char[1] { '/' };
/// <summary>
/// Default constructor
/// </summary>
public Project()
{
}
/// <summary>
/// Initialize the project object by parsing its full path returned by Unity into a bunch of individual folder names and paths.
/// </summary>
/// <param name="path"></param>
public Project(string path)
{
ParsePath(path);
}
/// <summary>
/// Create a new object with the same settings
/// </summary>
/// <returns></returns>
public object Clone()
{
Project newProject = new Project();
newProject.rootPath = rootPath;
newProject.projectPath = projectPath;
newProject.assetPath = assetPath;
newProject.projectSettingsPath = projectSettingsPath;
newProject.libraryPath = libraryPath;
newProject.name = name;
newProject.separator = separator;
newProject.packagesPath = packagesPath;
newProject.autoBuildPath = autoBuildPath;
newProject.localPackages = localPackages;
return newProject;
}
/// <summary>
/// Update the project object by renaming and reparsing it. Pass in the new name of a project, and it'll update the other member variables to match.
/// </summary>
/// <param name="name"></param>
public void updateNewName(string newName)
{
name = newName;
ParsePath(rootPath + "/" + name + "/Assets");
}
/// <summary>
/// Debug override so we can quickly print out the project info.
/// </summary>
/// <returns></returns>
public override string ToString()
{
string printString = name + "\n" +
rootPath + "\n" +
projectPath + "\n" +
assetPath + "\n" +
projectSettingsPath + "\n" +
packagesPath + "\n" +
autoBuildPath + "\n" +
localPackages + "\n" +
libraryPath;
return (printString);
}
private void ParsePath(string path)
{
//Unity's Application functions return the Assets path in the Editor.
projectPath = path;
//pop off the last part of the path for the project name, keep the rest for the root path
List<string> pathArray = projectPath.Split(separator).ToList<string>();
name = pathArray.Last();
pathArray.RemoveAt(pathArray.Count() - 1);
rootPath = string.Join(separator[0].ToString(), pathArray.ToArray());
assetPath = projectPath + "/Assets";
projectSettingsPath = projectPath + "/ProjectSettings";
libraryPath = projectPath + "/Library";
packagesPath = projectPath + "/Packages";
autoBuildPath = projectPath + "/AutoBuild";
localPackages = projectPath + "/LocalPackages";
}
}
}
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using System;
using UnityEditor;
using UnityEngine;
namespace ParrelSync.Update
{
/// <summary>
/// A simple update checker
/// </summary>
public class UpdateChecker
{
//const string LocalVersionFilePath = "Assets/ParrelSync/VERSION.txt";
public const string LocalVersion = "1.5.3";
[MenuItem("ParrelSync/Check for update", priority = 20)]
static void CheckForUpdate()
{
using (System.Net.WebClient client = new System.Net.WebClient())
{
try
{
//This won't work with UPM packages
//string localVersionText = AssetDatabase.LoadAssetAtPath<TextAsset>(LocalVersionFilePath).text;
string localVersionText = LocalVersion;
Debug.Log("Local version text : " + LocalVersion);
string latesteVersionText = client.DownloadString(ExternalLinks.RemoteVersionURL);
Debug.Log("latest version text got: " + latesteVersionText);
string messageBody = "Current Version: " + localVersionText +"\n"
+"Latest Version: " + latesteVersionText + "\n";
var latestVersion = new Version(latesteVersionText);
var localVersion = new Version(localVersionText);
if (latestVersion > localVersion)
{
Debug.Log("There's a newer version");
messageBody += "There's a newer version available";
if(EditorUtility.DisplayDialog("Check for update.", messageBody, "Get latest release", "Close"))
{
Application.OpenURL(ExternalLinks.Releases);
}
}
else
{
Debug.Log("Current version is up-to-date.");
messageBody += "Current version is up-to-date.";
EditorUtility.DisplayDialog("Check for update.", messageBody,"OK");
}
}
catch (Exception exp)
{
Debug.LogError("Error with checking update. Exception: " + exp);
EditorUtility.DisplayDialog("Update Error","Error with checking update. \nSee console for more details.",
"OK"
);
}
}
}
}
}
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namespace ParrelSync
{
using UnityEditor;
using UnityEngine;
using System;
using System.Text;
using System.Security.Cryptography;
using System.IO;
using System.Linq;
[InitializeOnLoad]
public class ValidateCopiedFoldersIntegrity
{
const string SessionStateKey = "ValidateCopiedFoldersIntegrity_Init";
/// <summary>
/// Called once on editor startup.
/// Validate copied folders integrity in clone project
/// </summary>
static ValidateCopiedFoldersIntegrity()
{
if (!SessionState.GetBool(SessionStateKey, false))
{
SessionState.SetBool(SessionStateKey, true);
if (!ClonesManager.IsClone()) { return; }
ValidateFolder(ClonesManager.GetCurrentProjectPath(), ClonesManager.GetOriginalProjectPath(), "Packages");
}
}
public static void ValidateFolder(string targetRoot, string originalRoot, string folderName)
{
var targetFolderPath = Path.Combine(targetRoot, folderName);
var targetFolderHash = CreateMd5ForFolder(targetFolderPath);
var originalFolderPath = Path.Combine(originalRoot, folderName);
var originalFolderHash = CreateMd5ForFolder(originalFolderPath);
if (targetFolderHash != originalFolderHash)
{
Debug.Log("ParrelSync: Detected changes in '" + folderName + "' directory. Updating cloned project...");
FileUtil.ReplaceDirectory(originalFolderPath, targetFolderPath);
}
}
static string CreateMd5ForFolder(string path)
{
// assuming you want to include nested folders
var files = Directory.GetFiles(path, "*.*", SearchOption.AllDirectories)
.OrderBy(p => p).ToList();
MD5 md5 = MD5.Create();
for (int i = 0; i < files.Count; i++)
{
string file = files[i];
// hash path
string relativePath = file.Substring(path.Length + 1);
byte[] pathBytes = Encoding.UTF8.GetBytes(relativePath.ToLower());
md5.TransformBlock(pathBytes, 0, pathBytes.Length, pathBytes, 0);
// hash contents
byte[] contentBytes = File.ReadAllBytes(file);
if (i == files.Count - 1)
md5.TransformFinalBlock(contentBytes, 0, contentBytes.Length);
else
md5.TransformBlock(contentBytes, 0, contentBytes.Length, contentBytes, 0);
}
return BitConverter.ToString(md5.Hash).Replace("-", "").ToLower();
}
}
}
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"description": "ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by having another Unity editor window opened and mirror the changes from the original project.",
"license": "MIT",
"keywords": [ "Networking", "Utils", "Editor", "Extensions" ],
"dependencies": {}
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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
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