/* * MIT License * * Copyright (c) 2022 bd_ * * 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 UnityEditor; using UnityEditor.Animations; using VRC.SDKBase.Editor.BuildPipeline; namespace net.fushizen.modular_avatar.core.editor { internal class CleanupTempAssets : IVRCSDKPostprocessAvatarCallback { public int callbackOrder => 99999; public void OnPostprocessAvatar() { Util.DeleteTemporaryAssets(); } } public static class Util { internal const string generatedAssetsSubdirectory = "999_Modular_Avatar_Generated"; internal const string generatedAssetsPath = "Assets/" + generatedAssetsSubdirectory; static internal AnimatorController CreateContainer() { var container = new AnimatorController(); AssetDatabase.CreateAsset(container, GenerateAssetPath()); return container; } internal static string GenerateAssetPath() { return GetGeneratedAssetsFolder() + "/" + GUID.Generate() + ".asset"; } internal static string GetGeneratedAssetsFolder() { if (!AssetDatabase.IsValidFolder(generatedAssetsPath)) { AssetDatabase.CreateFolder("Assets", generatedAssetsSubdirectory); } return generatedAssetsPath; } static internal void DeleteTemporaryAssets() { EditorApplication.delayCall += () => { AssetDatabase.SaveAssets(); var subdir = generatedAssetsPath; AssetDatabase.DeleteAsset(subdir); //FileUtil.DeleteFileOrDirectory(subdir); }; } } }