CapersProject/Assets/StylizedWater2/Editor/AssetInfo.cs
2024-08-06 16:37:03 +09:00

468 lines
19 KiB
C#

//Stylized Water 2
//Staggart Creations (http://staggart.xyz)
//Copyright protected under Unity Asset Store EULA
using System;
using System.Collections.Generic;
using System.Net;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
using UnityEngine;
namespace StylizedWater2
{
public class AssetInfo
{
private const string THIS_FILE_GUID = "d5972a1c9cddd9941aec37a3343647aa";
public const string ASSET_NAME = "Stylized Water 2";
public const string ASSET_ID = "170386";
public const string ASSET_ABRV = "SW2";
public const string INSTALLED_VERSION = "1.6.8";
public const int SHADER_GENERATOR_VERSION_MAJOR = 1;
public const int SHADER_GENERATOR_MINOR = 2;
public const int SHADER_GENERATOR_PATCH = 1;
public const string MIN_UNITY_VERSION = "2021.3.16f1";
public const string MIN_URP_VERSION = "12.1.6";
public const string DOC_URL = "http://staggart.xyz/unity/stylized-water-2/sws-2-docs/";
public const string FORUM_URL = "https://forum.unity.com/threads/999132/";
public const string EMAIL_URL = "mailto:contact@staggart.xyz?subject=Stylized Water 2";
public const string DISCORD_INVITE_URL = "https://discord.gg/GNjEaJc8gw";
public static bool supportedVersion = true;
public static bool compatibleVersion = true;
public static bool outdatedVersion = false;
public static bool alphaVersion = false;
#if !URP //Enabled when com.unity.render-pipelines.universal is below MIN_URP_VERSION
[InitializeOnLoad]
sealed class PackageInstaller : Editor
{
[InitializeOnLoadMethod]
public static void Initialize()
{
GetLatestCompatibleURPVersion();
if (EditorUtility.DisplayDialog(ASSET_NAME + " v" + INSTALLED_VERSION, "This package requires the Universal Render Pipeline " + MIN_URP_VERSION + " or newer, would you like to install or update it now?", "OK", "Later"))
{
Debug.Log("Universal Render Pipeline <b>v" + lastestURPVersion + "</b> will start installing in a moment. Please refer to the URP documentation for set up instructions");
Debug.Log("After installing and setting up URP, you must Re-import the Shaders folder!");
InstallURP();
}
}
private static PackageInfo urpPackage;
private static string lastestURPVersion;
#if SWS_DEV
[MenuItem("SWS/Get latest URP version")]
#endif
private static void GetLatestCompatibleURPVersion()
{
if(urpPackage == null) urpPackage = GetURPPackage();
if(urpPackage == null) return;
lastestURPVersion = urpPackage.versions.latestCompatible;
#if SWS_DEV
Debug.Log("Latest compatible URP version: " + lastestURPVersion);
#endif
}
private static void InstallURP()
{
if(urpPackage == null) urpPackage = GetURPPackage();
if(urpPackage == null) return;
lastestURPVersion = urpPackage.versions.latestCompatible;
AddRequest addRequest = Client.Add(URP_PACKAGE_ID + "@" + lastestURPVersion);
//Update Core and Shader Graph packages as well, doesn't always happen automatically
for (int i = 0; i < urpPackage.dependencies.Length; i++)
{
#if SWS_DEV
Debug.Log("Updating URP dependency <i>" + urpPackage.dependencies[i].name + "</i> to " + urpPackage.dependencies[i].version);
#endif
addRequest = Client.Add(urpPackage.dependencies[i].name + "@" + urpPackage.dependencies[i].version);
}
//Wait until finished
while(!addRequest.IsCompleted || addRequest.Status == StatusCode.InProgress) { }
WaterShaderImporter.ReimportAll();
}
}
#endif
public const string URP_PACKAGE_ID = "com.unity.render-pipelines.universal";
public static PackageInfo GetURPPackage()
{
SearchRequest request = Client.Search(URP_PACKAGE_ID);
while (request.Status == StatusCode.InProgress) { /* Waiting... */ }
if (request.Status == StatusCode.Failure)
{
Debug.LogError("Failed to retrieve URP package from Package Manager...");
return null;
}
return request.Result[0];
}
//Sorry, as much as I hate to intrude on an entire project, this is the only way in Unity to track importing or updating an asset
public class ImportOrUpdateAsset : AssetPostprocessor
{
private static bool OldShadersPresent()
{
return Shader.Find("Universal Render Pipeline/FX/Stylized Water 2") || Shader.Find("Hidden/StylizedWater2/Deleted");
}
private void OnPreprocessAsset()
{
var oldShaders = false;
//Importing/updating the Stylized Water 2 asset
if (assetPath.EndsWith("StylizedWater2/Editor/AssetInfo.cs") || assetPath.EndsWith("sc.stylizedwater2/Editor/AssetInfo.cs"))
{
oldShaders = OldShadersPresent();
}
//These files change every version, so will trigger when updating or importing the first time
if (
//Importing the Underwater Rendering extension
assetPath.EndsWith("StylizedWater2/Runtime/Underwater/UnderwaterRenderer.cs"))
//Any further extensions...
{
OnImportExtension("Underwater Rendering");
oldShaders = OldShadersPresent();
}
if (assetPath.EndsWith("StylizedWater2/Runtime/DynamicEffects/WaterDynamicEffectsRenderFeature.cs"))
{
OnImportExtension("Dynamic Effects");
}
if (oldShaders)
{
//Old non-templated shader(s) still present.
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, "Updating to v1.4.0+. Obsolete shader files were detected." +
"\n\n" +
"The water shader(s) are a now C# generated, thus has moved to a different file." +
"\n\n" +
"Materials in your project using the old shader must switch to it." +
"\n\n" +
"This process is automatic. The obsolete files will also be deleted." +
"\n\n" +
"Rest assured, no settings or functionality will be lost!", "OK", "Cancel"))
{
UpgradeMaterials();
}
}
}
private void OnImportExtension(string name)
{
Debug.Log($"[Stylized Water 2] {name} extension installed/deleted or updated. Reimporting water shader(s) to toggle integration.");
//Re-import any .watershader files, since these depend on the installation state of extensions
WaterShaderImporter.ReimportAll();
}
}
#if SWS_DEV
[MenuItem("SWS/Upgrading/Upgrade materials to 1.4.0+")]
#endif
private static void UpgradeMaterials()
{
Shader oldShader = Shader.Find("Universal Render Pipeline/FX/Stylized Water 2");
Shader oldShaderTess = Shader.Find("Universal Render Pipeline/FX/Stylized Water 2 (Tessellation)");
Shader newShader = Shader.Find("Stylized Water 2/Standard");
Shader newShaderTess = Shader.Find("Stylized Water 2/Standard (Tessellation)");
int upgradedMaterialCount = 0;
//Possible the script imported before the water shader even did
//Or the water shader was already deleted, yet this function is triggered by an old underwater-rendering shader.
if (newShader != null || oldShader != null)
{
string[] materials = AssetDatabase.FindAssets("t: Material");
int totalMaterials = materials.Length;
for (int i = 0; i < totalMaterials; i++)
{
Material mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(materials[i]));
EditorUtility.DisplayProgressBar(ASSET_NAME, $"Checking \"{mat.name}\" ({i}/{totalMaterials})", (float)i / (float)totalMaterials);
if (mat.shader == oldShader)
{
int queue = mat.renderQueue;
mat.shader = newShader;
mat.renderQueue = queue;
EditorUtility.SetDirty(mat);
upgradedMaterialCount++;
}
if (mat.shader == oldShaderTess)
{
int queue = mat.renderQueue;
mat.shader = newShaderTess;
mat.renderQueue = queue;
EditorUtility.SetDirty(mat);
upgradedMaterialCount++;
}
}
}
EditorUtility.ClearProgressBar();
List<string> deletedFiles = new List<string>();
//Delete old files
{
void DeleteFile(string path)
{
if (path != string.Empty)
{
deletedFiles.Add(path);
AssetDatabase.DeleteAsset(path);
}
}
DeleteFile(AssetDatabase.GetAssetPath(oldShader));
DeleteFile(AssetDatabase.GetAssetPath(oldShaderTess));
//UnderwaterMask.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("85caab243c23a1e489cd0bdcaf742560"));
//UnderwaterShading.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("33652c9d694d8004bb649164aafc9ecc"));
//Waterline.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("aef8d53c098c94044b72ea6bda9bb6bc"));
//UnderwaterPost.shader
DeleteFile(AssetDatabase.GUIDToAssetPath("7b53b35c69174ce092d2712e3db77f0e"));
}
if (upgradedMaterialCount > 0 || deletedFiles.Count > 0)
{
if (EditorUtility.DisplayDialog(AssetInfo.ASSET_NAME, $"Converted {upgradedMaterialCount} materials to use the new water shader." +
$"\n\nObsolete shader files ({deletedFiles.Count}) deleted:\n\n" +
String.Join(Environment.NewLine, deletedFiles),
"OK")) { }
}
AssetDatabase.SaveAssets();
Debug.Log("<b>[Stylized Water 2]</b> Upgrade of materials and project complete!");
}
public static bool MeetsMinimumVersion(string versionMinimum)
{
Version curVersion = new Version(INSTALLED_VERSION);
Version minVersion = new Version(versionMinimum);
return curVersion >= minVersion;
}
public static void OpenAssetStore(string url = null)
{
if (url == string.Empty) url = "https://assetstore.unity.com/packages/slug/" + ASSET_ID;
Application.OpenURL(url + "?aid=1011l7Uk8&pubref=sw2editor");
}
public static void OpenReviewsPage()
{
Application.OpenURL($"https://assetstore.unity.com/packages/slug/{ASSET_ID}?aid=1011l7Uk8&pubref=sw2editor#reviews");
}
public static void OpenInPackageManager()
{
Application.OpenURL("com.unity3d.kharma:content/" + ASSET_ID);
}
public static void OpenForumPage()
{
Application.OpenURL(FORUM_URL + "/page-999");
}
public static string GetRootFolder()
{
//Get script path
string scriptFilePath = AssetDatabase.GUIDToAssetPath(THIS_FILE_GUID);
//Truncate to get relative path
string rootFolder = scriptFilePath.Replace("Editor/AssetInfo.cs", string.Empty);
#if SWS_DEV
//Debug.Log("<b>Package root</b> " + rootFolder);
#endif
return rootFolder;
}
public static class VersionChecking
{
[InitializeOnLoadMethod]
static void Initialize()
{
if (CHECK_PERFORMED == false)
{
CheckForUpdate(false);
CHECK_PERFORMED = true;
}
}
private static bool CHECK_PERFORMED
{
get => SessionState.GetBool("SW2_VERSION_CHECK_PERFORMED", false);
set => SessionState.SetBool("SW2_VERSION_CHECK_PERFORMED", value);
}
public static string LATEST_VERSION
{
get => SessionState.GetString("SW2_LATEST_VERSION", INSTALLED_VERSION);
set => SessionState.SetString("SW2_LATEST_VERSION", value);
}
public static bool UPDATE_AVAILABLE => new Version(LATEST_VERSION) > new Version(INSTALLED_VERSION);
public static string GetUnityVersion()
{
string version = UnityEditorInternal.InternalEditorUtility.GetFullUnityVersion();
//Remove GUID in parenthesis
return version.Substring(0, version.LastIndexOf(" ("));
}
public static void CheckUnityVersion()
{
outdatedVersion = false;
supportedVersion = true;
compatibleVersion = true;
#if !UNITY_2020_3_OR_NEWER
compatibleVersion = false;
#endif
#if !UNITY_2021_3_OR_NEWER
outdatedVersion = true;
#endif
#if UNITY_6000_0_OR_NEWER
supportedVersion = false;
#endif
string versionName = GetUnityVersion();
alphaVersion = versionName.Contains("f") == false;
}
public static string apiResult;
private static bool showPopup;
public enum VersionStatus
{
UpToDate,
Outdated
}
public enum QueryStatus
{
Fetching,
Completed,
Failed
}
public static QueryStatus queryStatus = QueryStatus.Completed;
#if SWS_DEV
[MenuItem("SWS/Check for update")]
#endif
public static void GetLatestVersionPopup()
{
CheckForUpdate(true);
}
private static int VersionStringToInt(string input)
{
//Remove all non-alphanumeric characters from version
input = input.Replace(".", string.Empty);
input = input.Replace(" BETA", string.Empty);
return int.Parse(input, System.Globalization.NumberStyles.Any);
}
public static void CheckForUpdate(bool showPopup = false)
{
VersionChecking.showPopup = showPopup;
queryStatus = QueryStatus.Fetching;
var url = $"https://api.assetstore.unity3d.com/package/latest-version/{ASSET_ID}";
using (System.Net.WebClient webClient = new System.Net.WebClient())
{
webClient.DownloadStringCompleted += OnRetrievedAPIContent;
webClient.DownloadStringAsync(new System.Uri(url), apiResult);
}
}
private class AssetStoreItem
{
public string name;
public string version;
}
private static void OnRetrievedAPIContent(object sender, DownloadStringCompletedEventArgs e)
{
if (e.Error == null && !e.Cancelled)
{
string result = e.Result;
AssetStoreItem asset = (AssetStoreItem)JsonUtility.FromJson(result, typeof(AssetStoreItem));
LATEST_VERSION = asset.version;
#if SWS_DEV
Debug.Log("<b>PackageVersionCheck</b> Update available = " + UPDATE_AVAILABLE + " (Installed:" + INSTALLED_VERSION + ") (Remote:" + LATEST_VERSION + ")");
#endif
queryStatus = QueryStatus.Completed;
if (VersionChecking.showPopup)
{
if (UPDATE_AVAILABLE)
{
if (EditorUtility.DisplayDialog(ASSET_NAME + ", version " + INSTALLED_VERSION, "An updated version is available: " + LATEST_VERSION, "Open Package Manager", "Close"))
{
OpenInPackageManager();
}
}
else
{
if (EditorUtility.DisplayDialog(ASSET_NAME + ", version " + INSTALLED_VERSION, "Installed version is up-to-date!", "Close")) { }
}
}
}
else
{
Debug.LogWarning("[" + ASSET_NAME + "] Contacting update server failed: " + e.Error.Message);
queryStatus = QueryStatus.Failed;
}
}
}
}
}