Add more options to work with Scene Hierarchy (#23)

- Added option to group exported assets by node path in scene hierarchy
- Added field with node path to exported xml asset list
This commit is contained in:
VaDiM
2024-02-13 04:51:35 +03:00
parent c68eaa5e3c
commit 5c24183d18
9 changed files with 61 additions and 22 deletions

View File

@ -178,7 +178,7 @@ namespace AssetStudioCLI
}
}
if (CLIOptions.o_workMode.Value == WorkMode.SplitObjects)
if (CLIOptions.o_workMode.Value == WorkMode.SplitObjects || CLIOptions.o_groupAssetsBy.Value == AssetGroupOption.SceneHierarchy)
{
BuildTreeStructure(objectAssetItemDic);
}
@ -215,7 +215,7 @@ namespace AssetStudioCLI
Progress.Reset();
foreach (var assetsFile in assetsManager.assetsFileList)
{
var fileNode = new BaseNode(); //RootNode
var fileNode = new BaseNode(assetsFile.fileName); //RootNode
foreach (var obj in assetsFile.Objects)
{
@ -250,7 +250,6 @@ namespace AssetStudioCLI
}
var parentNode = fileNode;
if (m_GameObject.m_Transform != null)
{
if (m_GameObject.m_Transform.m_Father.TryGet(out var m_Father))
@ -266,14 +265,13 @@ namespace AssetStudioCLI
}
}
}
parentNode.nodes.Add(currentNode);
}
}
if (fileNode.nodes.Count > 0)
{
GenerateFullPath(fileNode, fileNode.Text);
gameObjectTree.Add(fileNode);
}
@ -284,6 +282,22 @@ namespace AssetStudioCLI
objectAssetItemDic.Clear();
}
private static void GenerateFullPath(BaseNode treeNode, string path)
{
treeNode.FullPath = path;
foreach (var node in treeNode.nodes)
{
if (node.nodes.Count > 0)
{
GenerateFullPath(node, Path.Combine(path, node.Text));
}
else
{
node.FullPath = Path.Combine(path, node.Text);
}
}
}
public static void ShowExportableAssetsInfo()
{
var exportableAssetsCountDict = new Dictionary<ClassIDType, int>();
@ -434,6 +448,16 @@ namespace AssetStudioCLI
exportPath = Path.Combine(savePath, Path.GetFileName(asset.SourceFile.originalPath) + "_export", asset.SourceFile.fileName);
}
break;
case AssetGroupOption.SceneHierarchy:
if (asset.Node != null)
{
exportPath = Path.Combine(savePath, asset.Node.FullPath);
}
else
{
exportPath = Path.Combine(savePath, "_sceneRoot", asset.TypeString);
}
break;
default:
exportPath = savePath;
break;
@ -513,6 +537,7 @@ namespace AssetStudioCLI
new XElement("Type", new XAttribute("id", (int)asset.Type), asset.TypeString),
new XElement("PathID", asset.m_PathID),
new XElement("Source", asset.SourceFile.fullName),
new XElement("TreeNode", asset.Node != null ? asset.Node.FullPath : ""),
new XElement("Size", asset.FullSize)
)
)
@ -544,7 +569,7 @@ namespace AssetStudioCLI
{
if (isFiltered)
{
if (!searchList.Any(searchText => j.gameObject.m_Name.IndexOf(searchText, StringComparison.OrdinalIgnoreCase) >= 0))
if (!searchList.Any(searchText => j.Text.IndexOf(searchText, StringComparison.OrdinalIgnoreCase) >= 0))
continue;
}
var gameObjects = new List<GameObject>();