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CrowdControl/Assets/BuildReport/Scripts/Editor/Options/BRT_Options.cs

1250 lines
30 KiB
C#

1 month ago
using System;
using System.IO;
using System.Xml;
using System.Xml.Serialization;
using UnityEngine;
namespace BuildReportTool
{
// class for holding options
// this is the class that is serialized when saving the options
[System.Serializable, XmlRoot("BuildReportToolOptions")]
public class SavedOptions
{
public string EditorLogOverridePath;
public string BuildReportFolderName = BuildReportTool.Options.BUILD_REPORTS_DEFAULT_FOLDER_NAME;
/// <summary>
/// Where build reports are saved to: <br/>
/// 0: in user's My Documents <br/>
/// 1: or outside the project folder.
/// </summary>
public int SaveType;
// ----------------------------------------------------------
public bool CollectBuildInfo = true;
public bool CalculateAssetDependencies = true;
public bool CalculateAssetDependenciesOnUnusedToo = false;
public bool GetProjectSettings = true;
public bool IncludeUsedAssetsInReportCreation = true;
public bool IncludeUnusedAssetsInReportCreation = true;
public bool IncludeUnusedPrefabsInReportCreation = true;
public bool IncludeBuildSizeInReportCreation = true;
public bool IncludeSvnInUnused = true;
public bool IncludeGitInUnused = true;
public bool GetSizeBeforeBuildForUsedAssets = true;
public bool GetImportedSizesForUnusedAssets = true;
// ----------------------------------------------------------
/// <summary>
/// 0: Use file filters from global config. <br/>
/// 1: Use file filters embedded in the saved build report file.
/// </summary>
public int FilterToUseInt;
public int AssetListPaginationLength = 300;
public int UnusedAssetsEntriesPerBatch = 1000;
public bool DoubleClickOnAssetWillPing = false;
/// <summary>
/// Method of displaying labels that explain how one asset uses another. <br/>
/// 0: verbose (use words only) <br/>
/// 1: standard (use arrows when possible, use words for extra info) <br/>
/// 2: minimal (use arrows only, don't show extra info even if available)
/// </summary>
public int AssetUsageLabelType;
public bool ShowAssetPrimaryUsersInTooltipIfAvailable = true;
public bool ShowTooltipThumbnail = true;
/// <summary>
/// 0: Thumbnail should appear when mouse is hovering over asset icon only. <br/>
/// 1: Thumbnail should appear when mouse is hovering over asset label too, not just on the icon.
/// </summary>
public int ShowThumbnailOnHoverType;
public int TooltipThumbnailWidth = 256;
public int TooltipThumbnailHeight = 256;
public int TooltipThumbnailZoomedInWidth = 512;
public int TooltipThumbnailZoomedInHeight = 512;
public int NumberOfTopLargestUsedAssetsToShow = 10;
public int NumberOfTopLargestUnusedAssetsToShow = 10;
// ----------------------------------------------------------
public bool AllowDeletingOfUsedAssets;
public bool ShowImportedSizeForUsedAssets = false;
public bool AutoShowWindowAfterNormalBuild = true;
public bool AutoResortAssetsWhenUnityEditorRegainsFocus = false;
public bool UseThreadedReportGeneration = true;
public bool UseThreadedFileLoading = false;
// ----------------------------------------------------------
public void OnBeforeSave()
{
// get rid of invalid characters for folder name
// but still allow slash/backward slash so user could make relative paths
BuildReportFolderName = BuildReportFolderName.Replace(":", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace("*", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace("?", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace("\"", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace("<", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace(">", string.Empty);
BuildReportFolderName = BuildReportFolderName.Replace("|", string.Empty);
}
public static void Save(string savePath, SavedOptions optionsToSave)
{
optionsToSave.OnBeforeSave();
XmlSerializer x = new XmlSerializer( typeof(SavedOptions) );
TextWriter writer = new StreamWriter(savePath);
x.Serialize(writer, optionsToSave);
writer.Close();
//Debug.LogFormat("Build Report Tool: Saved options to: {0}", savePath);
}
public static SavedOptions Load(string path)
{
SavedOptions result = null;
XmlSerializer x = new XmlSerializer( typeof(SavedOptions) );
try
{
using (FileStream fs = new FileStream(path, FileMode.Open))
{
if (fs.Length == 0)
{
// nothing inside
return null;
}
XmlReader reader = new XmlTextReader(fs);
result = (SavedOptions) x.Deserialize(reader);
fs.Close();
}
}
catch(Exception e)
{
Debug.LogFormat("Build Report Tool: Error found upon loading options XML file in {0}\nWill create a new options file instead.\n\nError: {1}", path, e);
return new SavedOptions();
}
//Debug.LogFormat("Build Report Tool: Loaded options from: {0}", path);
return result;
}
}
public static class Options
{
// =======================================================
// constants
public const string BUILD_REPORT_PACKAGE_MOVED_MSG = "BuildReport package seems to have been moved. Finding...";
public const string BUILD_REPORT_PACKAGE_MISSING_MSG = "Unable to find BuildReport package folder! Cannot find suitable GUI Skin.\nTry editing the source code and change the value\nof `BUILD_REPORT_TOOL_DEFAULT_PATH` to what path the Build Report Tool is in.\nMake sure the folder is named \"BuildReport\".";
public const string BUILD_REPORT_TOOL_DEFAULT_PATH = "Assets/BuildReport";
public const string BUILD_REPORT_TOOL_DEFAULT_FOLDER_NAME = "BuildReport";
public const string BUILD_REPORTS_DEFAULT_FOLDER_NAME = "UnityBuildReports";
public const int SAVE_TYPE_PERSONAL = 0;
public const int SAVE_TYPE_PROJECT = 1;
public const int ASSET_USAGE_LABEL_TYPE_VERBOSE = 0;
public const int ASSET_USAGE_LABEL_TYPE_STANDARD = 1;
public const int ASSET_USAGE_LABEL_TYPE_MINIMAL = 2;
// =======================================================
//
static BuildReportTool.SavedOptions _savedOptions;
static string _foundPathForSavedOptions;
const string SAVED_OPTIONS_FILENAME = "BuildReportToolOptions.xml";
static string DefaultOptionsPath
{
get
{
return string.Format("{0}/BuildReport/{1}", Application.dataPath, SAVED_OPTIONS_FILENAME);
}
}
static bool IsBuildReportInRegularPaths
{
get
{
return Directory.Exists(string.Format("{0}/BuildReport", Application.dataPath)) ||
Directory.Exists(string.Format("{0}/Plugins/BuildReport", Application.dataPath));
}
}
public static string FoundPathForSavedOptions
{
get { return _foundPathForSavedOptions; }
}
static void InitializeOptionsIfNeeded()
{
if (_savedOptions == null)
{
_foundPathForSavedOptions = string.Empty;
}
if (string.IsNullOrEmpty(_foundPathForSavedOptions))
{
// look for the file in this order:
// 1. inside the BuildReport folder
// 2. at the very topmost Assets folder
// 3. outside the Assets folder
// 4. in the ProjectSettings folder
// 5. in the User's My Documents folder
// ---------------------------------------------------
// look in /Assets/BuildReport/
var optionsInBuildReportFolder = DefaultOptionsPath;
if (File.Exists(optionsInBuildReportFolder))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInBuildReportFolder);
_foundPathForSavedOptions = optionsInBuildReportFolder;
return;
}
// ---------------------------------------------------
// look in /Assets/Plugins/BuildReport/
var optionsInPluginsBuildReport = string.Format("{0}/Plugins/BuildReport/{1}", Application.dataPath, SAVED_OPTIONS_FILENAME);
if (File.Exists(optionsInPluginsBuildReport))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInPluginsBuildReport);
_foundPathForSavedOptions = optionsInPluginsBuildReport;
return;
}
// ---------------------------------------------------
// search for "BuildReport" folder and look in there
if (!IsBuildReportInRegularPaths)
{
string customBuildReportFolder = BuildReportTool.Util.FindAssetFolder(Application.dataPath, BUILD_REPORT_TOOL_DEFAULT_FOLDER_NAME);
if (!string.IsNullOrEmpty(customBuildReportFolder))
{
var optionsInCustomBuildReportFolder = string.Format("{0}/{1}", customBuildReportFolder, SAVED_OPTIONS_FILENAME);
if (File.Exists(optionsInCustomBuildReportFolder))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInCustomBuildReportFolder);
_foundPathForSavedOptions = optionsInCustomBuildReportFolder;
return;
}
}
}
// ---------------------------------------------------
// look in /Assets/
var optionsInTopmostAssets = string.Format("{0}/{1}", Application.dataPath, SAVED_OPTIONS_FILENAME);
if (File.Exists(optionsInTopmostAssets))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInTopmostAssets);
_foundPathForSavedOptions = optionsInTopmostAssets;
return;
}
// ---------------------------------------------------
// look in Unity project folder (where Assets, Library, and ProjectSettings folder are)
var outsideAssets = BuildReportTool.Util.GetProjectPath(Application.dataPath);
var optionsOutsideAssets = string.Format("{0}{1}", outsideAssets, SAVED_OPTIONS_FILENAME);
if (File.Exists(optionsOutsideAssets))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsOutsideAssets);
_foundPathForSavedOptions = optionsOutsideAssets;
return;
}
// ---------------------------------------------------
// look inside ProjectSettings folder
var optionsInProjectSettings = string.Format("{0}ProjectSettings/{1}", outsideAssets, SAVED_OPTIONS_FILENAME);
//Debug.LogFormat("Looking in {0}", optionsInProjectSettings);
if (File.Exists(optionsInProjectSettings))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInProjectSettings);
_foundPathForSavedOptions = optionsInProjectSettings;
return;
}
// ---------------------------------------------------
// look in /My Documents/UnityBuildReports/
var optionsInMyDocs = string.Format("{0}/{1}/{2}", BuildReportTool.Util.GetUserHomeFolder(), BUILD_REPORTS_DEFAULT_FOLDER_NAME, SAVED_OPTIONS_FILENAME);
//Debug.LogFormat("Looking in {0}", optionsInMyDocs);
if (File.Exists(optionsInMyDocs))
{
_savedOptions = BuildReportTool.SavedOptions.Load(optionsInMyDocs);
_foundPathForSavedOptions = optionsInMyDocs;
return;
}
// ---------------------------------------------------
}
// if the options file failed to load
// one last try
//
if (_savedOptions == null)
{
if (!string.IsNullOrEmpty(_foundPathForSavedOptions) && File.Exists(_foundPathForSavedOptions))
{
// there's a valid options file already
// just load that one
_savedOptions = BuildReportTool.SavedOptions.Load(_foundPathForSavedOptions);
}
}
// could not load the file, or there isn't one yet (at least, not in any recognized valid paths).
// so create a new one at the default path
if (_savedOptions == null)
{
_savedOptions = new BuildReportTool.SavedOptions();
_foundPathForSavedOptions = DefaultOptionsPath;
var defaultFolder = Path.GetDirectoryName(_foundPathForSavedOptions);
if (!string.IsNullOrEmpty(defaultFolder) && !Directory.Exists(defaultFolder))
{
Directory.CreateDirectory(defaultFolder);
}
SavedOptions.Save(_foundPathForSavedOptions, _savedOptions);
Debug.LogFormat("Build Report Tool: Created a new options file at: {0}", _foundPathForSavedOptions);
}
}
public static void RefreshOptions()
{
_foundPathForSavedOptions = string.Empty;
_savedOptions = null;
InitializeOptionsIfNeeded();
}
static void SaveOptions()
{
if (string.IsNullOrEmpty(_foundPathForSavedOptions))
{
return;
}
if (_savedOptions == null || !File.Exists(_foundPathForSavedOptions))
{
_foundPathForSavedOptions = string.Empty;
return;
}
SavedOptions.Save(_foundPathForSavedOptions, _savedOptions);
}
// =======================================================
// user options
public static string EditorLogOverridePath
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.EditorLogOverridePath;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.EditorLogOverridePath != value)
{
_savedOptions.EditorLogOverridePath = value;
SaveOptions();
}
}
}
public static bool IncludeSvnInUnused
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeSvnInUnused;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeSvnInUnused != value)
{
_savedOptions.IncludeSvnInUnused = value;
SaveOptions();
}
}
}
public static bool IncludeGitInUnused
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeGitInUnused;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeGitInUnused != value)
{
_savedOptions.IncludeGitInUnused = value;
SaveOptions();
}
}
}
public static FileFilterDisplay GetOptionFileFilterDisplay()
{
return FileFilterDisplay.DropDown;
}
public static bool AllowDeletingOfUsedAssets
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AllowDeletingOfUsedAssets;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.AllowDeletingOfUsedAssets != value)
{
_savedOptions.AllowDeletingOfUsedAssets = value;
SaveOptions();
}
}
}
public static bool CollectBuildInfo
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.CollectBuildInfo;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.CollectBuildInfo != value)
{
_savedOptions.CollectBuildInfo = value;
SaveOptions();
}
}
}
public static bool CalculateAssetDependencies
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.CalculateAssetDependencies;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.CalculateAssetDependencies != value)
{
_savedOptions.CalculateAssetDependencies = value;
SaveOptions();
}
}
}
public static bool CalculateAssetDependenciesOnUnusedToo
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.CalculateAssetDependenciesOnUnusedToo;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.CalculateAssetDependenciesOnUnusedToo != value)
{
_savedOptions.CalculateAssetDependenciesOnUnusedToo = value;
SaveOptions();
}
}
}
public static string BuildReportFolderName
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.BuildReportFolderName;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.BuildReportFolderName != value)
{
_savedOptions.BuildReportFolderName = value;
SaveOptions();
}
}
}
/// <summary>
/// Full path to folder where Build Reports are saved.
/// Note: Makes use of Application.dataPath so it has to be called from the main thread.
/// </summary>
public static string BuildReportSavePath
{
get
{
if (BuildReportTool.Options.SaveType == BuildReportTool.Options.SAVE_TYPE_PERSONAL)
{
return BuildReportTool.Util.GetUserHomeFolder() + "/" + BuildReportFolderName;
}
else
{
// assume BuildReportTool.Options.SaveType == BuildReportTool.Options.SAVE_TYPE_PROJECT
// makes use of Application.dataPath so it has to be called from the main thread
return BuildReportTool.ReportGenerator.GetSavePathToProjectFolder() + "/" + BuildReportFolderName;
}
}
}
public static int SaveType
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.SaveType;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.SaveType != value)
{
_savedOptions.SaveType = value;
SaveOptions();
}
}
}
public enum FileFilterDisplay
{
DropDown = 0,
Buttons = 1
}
public enum FilterToUseType
{
UseConfiguredFile,
UseEmbedded
}
public static FilterToUseType GetOptionFilterToUse()
{
switch (FilterToUseInt)
{
case 0:
return FilterToUseType.UseConfiguredFile;
case 1:
return FilterToUseType.UseEmbedded;
}
return FilterToUseType.UseConfiguredFile;
}
public static bool ShouldUseConfiguredFileFilters()
{
//Debug.Log("GetOptionFilterToUse() " + GetOptionFilterToUse());
return GetOptionFilterToUse() == FilterToUseType.UseConfiguredFile;
}
public static bool ShouldUseEmbeddedFileFilters()
{
return GetOptionFilterToUse() == FilterToUseType.UseEmbedded;
}
public static int FilterToUseInt
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.FilterToUseInt;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.FilterToUseInt != value)
{
_savedOptions.FilterToUseInt = value;
SaveOptions();
}
}
}
public static int AssetListPaginationLength
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AssetListPaginationLength;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.AssetListPaginationLength != value)
{
_savedOptions.AssetListPaginationLength = value;
SaveOptions();
}
}
}
public static int AssetUsageLabelType
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AssetUsageLabelType;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.AssetUsageLabelType != value)
{
_savedOptions.AssetUsageLabelType = value;
SaveOptions();
}
}
}
public static bool IsAssetUsageLabelTypeOnVerbose
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AssetUsageLabelType == ASSET_USAGE_LABEL_TYPE_VERBOSE;
}
}
public static bool IsAssetUsageLabelTypeOnStandard
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AssetUsageLabelType == ASSET_USAGE_LABEL_TYPE_STANDARD;
}
}
public static bool IsAssetUsageLabelTypeOnMinimal
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AssetUsageLabelType == ASSET_USAGE_LABEL_TYPE_MINIMAL;
}
}
public static bool DoubleClickOnAssetWillPing
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.DoubleClickOnAssetWillPing;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.DoubleClickOnAssetWillPing != value)
{
_savedOptions.DoubleClickOnAssetWillPing = value;
SaveOptions();
}
}
}
public static bool ShowAssetPrimaryUsersInTooltipIfAvailable
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.ShowAssetPrimaryUsersInTooltipIfAvailable;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.ShowAssetPrimaryUsersInTooltipIfAvailable != value)
{
_savedOptions.ShowAssetPrimaryUsersInTooltipIfAvailable = value;
SaveOptions();
}
}
}
public static bool ShowTooltipThumbnail
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.ShowTooltipThumbnail;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.ShowTooltipThumbnail != value)
{
_savedOptions.ShowTooltipThumbnail = value;
SaveOptions();
}
}
}
public static int ShowThumbnailOnHoverType
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.ShowThumbnailOnHoverType;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.ShowThumbnailOnHoverType != value)
{
_savedOptions.ShowThumbnailOnHoverType = value;
SaveOptions();
}
}
}
/// <summary>
/// If thumbnail should appear when mouse is hovering over asset label too, not just on the icon.
/// </summary>
public static bool ShowThumbnailOnHoverLabelToo
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.ShowThumbnailOnHoverType == 1;
}
}
public static int TooltipThumbnailWidth
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.TooltipThumbnailWidth;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.TooltipThumbnailWidth != value)
{
_savedOptions.TooltipThumbnailWidth = value;
SaveOptions();
}
}
}
public static int TooltipThumbnailHeight
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.TooltipThumbnailHeight;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.TooltipThumbnailHeight != value)
{
_savedOptions.TooltipThumbnailHeight = value;
SaveOptions();
}
}
}
public static int TooltipThumbnailZoomedInWidth
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.TooltipThumbnailZoomedInWidth;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.TooltipThumbnailZoomedInWidth != value)
{
_savedOptions.TooltipThumbnailZoomedInWidth = value;
SaveOptions();
}
}
}
public static int TooltipThumbnailZoomedInHeight
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.TooltipThumbnailZoomedInHeight;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.TooltipThumbnailZoomedInHeight != value)
{
_savedOptions.TooltipThumbnailZoomedInHeight = value;
SaveOptions();
}
}
}
public static int UnusedAssetsEntriesPerBatch
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.UnusedAssetsEntriesPerBatch;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.UnusedAssetsEntriesPerBatch != value)
{
_savedOptions.UnusedAssetsEntriesPerBatch = value;
SaveOptions();
}
}
}
public static int NumberOfTopLargestUsedAssetsToShow
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.NumberOfTopLargestUsedAssetsToShow;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.NumberOfTopLargestUsedAssetsToShow != value)
{
_savedOptions.NumberOfTopLargestUsedAssetsToShow = value;
SaveOptions();
}
}
}
public static int NumberOfTopLargestUnusedAssetsToShow
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.NumberOfTopLargestUnusedAssetsToShow;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.NumberOfTopLargestUnusedAssetsToShow != value)
{
_savedOptions.NumberOfTopLargestUnusedAssetsToShow = value;
SaveOptions();
}
}
}
// Build Report Calculation
// Full report
// No prefabs in unused assets calculation
// No unused assets calculation, but still has used assets list (won't collect prefabs in scene)
// No used assets and unused assets calculation (overview only)
public static bool IncludeUsedAssetsInReportCreation
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeUsedAssetsInReportCreation;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeUsedAssetsInReportCreation != value)
{
_savedOptions.IncludeUsedAssetsInReportCreation = value;
SaveOptions();
}
}
}
public static bool IncludeUnusedAssetsInReportCreation
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeUnusedAssetsInReportCreation;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeUnusedAssetsInReportCreation != value)
{
_savedOptions.IncludeUnusedAssetsInReportCreation = value;
SaveOptions();
}
}
}
public static bool IncludeUnusedPrefabsInReportCreation
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeUnusedPrefabsInReportCreation;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeUnusedPrefabsInReportCreation != value)
{
_savedOptions.IncludeUnusedPrefabsInReportCreation = value;
SaveOptions();
}
}
}
public static bool IncludeBuildSizeInReportCreation
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.IncludeBuildSizeInReportCreation;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.IncludeBuildSizeInReportCreation != value)
{
_savedOptions.IncludeBuildSizeInReportCreation = value;
SaveOptions();
}
}
}
public static bool ShowImportedSizeForUsedAssets
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.ShowImportedSizeForUsedAssets;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.ShowImportedSizeForUsedAssets != value)
{
_savedOptions.ShowImportedSizeForUsedAssets = value;
SaveOptions();
}
}
}
public static bool GetSizeBeforeBuildForUsedAssets
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.GetSizeBeforeBuildForUsedAssets;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.GetSizeBeforeBuildForUsedAssets != value)
{
_savedOptions.GetSizeBeforeBuildForUsedAssets = value;
SaveOptions();
}
}
}
public static bool GetImportedSizesForUnusedAssets
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.GetImportedSizesForUnusedAssets;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.GetImportedSizesForUnusedAssets != value)
{
_savedOptions.GetImportedSizesForUnusedAssets = value;
SaveOptions();
}
}
}
public static bool GetProjectSettings
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.GetProjectSettings;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.GetProjectSettings != value)
{
_savedOptions.GetProjectSettings = value;
SaveOptions();
}
}
}
public static bool IsCalculationLevelAtFull(bool includeUsedAssets, bool includeUnusedAssets, bool includeUnusedPrefabs)
{
return includeUsedAssets && includeUnusedAssets && includeUnusedPrefabs;
}
public static bool IsCalculationLevelAtNoUnusedPrefabs(bool includeUsedAssets, bool includeUnusedAssets, bool includeUnusedPrefabs)
{
return includeUsedAssets && includeUnusedAssets && !includeUnusedPrefabs;
}
public static bool IsCalculationLevelAtNoUnusedAssets(bool includeUsedAssets, bool includeUnusedAssets, bool includeUnusedPrefabs)
{
// unused prefabs are not checked. if unused assets are not calculated, it is understood that unused prefabs are not included
return includeUsedAssets && !includeUnusedAssets;
}
public static bool IsCalculationLevelAtOverviewOnly(bool includeUsedAssets, bool includeUnusedAssets, bool includeUnusedPrefabs)
{
// if used assets not included, it is understood that unused assets are not included too.
// if used assets are not included, there is no way to determing if an asset is unused.
return !includeUsedAssets;
}
public static bool IsCurrentCalculationLevelAtFull
{
get
{
return IsCalculationLevelAtFull(IncludeUsedAssetsInReportCreation, IncludeUnusedAssetsInReportCreation, IncludeUnusedPrefabsInReportCreation);
}
}
public static bool IsCurrentCalculationLevelAtNoUnusedPrefabs
{
get
{
return IsCalculationLevelAtNoUnusedPrefabs(IncludeUsedAssetsInReportCreation, IncludeUnusedAssetsInReportCreation, IncludeUnusedPrefabsInReportCreation);
}
}
public static bool IsCurrentCalculationLevelAtNoUnusedAssets
{
get
{
return IsCalculationLevelAtNoUnusedAssets(IncludeUsedAssetsInReportCreation, IncludeUnusedAssetsInReportCreation, IncludeUnusedPrefabsInReportCreation);
}
}
public static bool IsCurrentCalculationLevelAtOverviewOnly
{
get
{
return IsCalculationLevelAtOverviewOnly(IncludeUsedAssetsInReportCreation, IncludeUnusedAssetsInReportCreation, IncludeUnusedPrefabsInReportCreation);
}
}
public static void SetCalculationLevelToFull()
{
IncludeUsedAssetsInReportCreation = true;
IncludeUnusedAssetsInReportCreation = true;
IncludeUnusedPrefabsInReportCreation = true;
}
public static void SetCalculationLevelToNoUnusedPrefabs()
{
IncludeUsedAssetsInReportCreation = true;
IncludeUnusedAssetsInReportCreation = true;
IncludeUnusedPrefabsInReportCreation = false;
}
public static void SetCalculationLevelToNoUnusedAssets()
{
IncludeUsedAssetsInReportCreation = true;
IncludeUnusedAssetsInReportCreation = false;
IncludeUnusedPrefabsInReportCreation = false;
}
public static void SetCalculationLevelToOverviewOnly()
{
IncludeUsedAssetsInReportCreation = false;
IncludeUnusedAssetsInReportCreation = false;
IncludeUnusedPrefabsInReportCreation = false;
}
public static bool AutoShowWindowAfterNormalBuild
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AutoShowWindowAfterNormalBuild;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.AutoShowWindowAfterNormalBuild != value)
{
_savedOptions.AutoShowWindowAfterNormalBuild = value;
SaveOptions();
}
}
}
public static bool AutoResortAssetsWhenUnityEditorRegainsFocus
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.AutoResortAssetsWhenUnityEditorRegainsFocus;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.AutoResortAssetsWhenUnityEditorRegainsFocus != value)
{
_savedOptions.AutoResortAssetsWhenUnityEditorRegainsFocus = value;
SaveOptions();
}
}
}
public static bool UseThreadedReportGeneration
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.UseThreadedReportGeneration;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.UseThreadedReportGeneration != value)
{
_savedOptions.UseThreadedReportGeneration = value;
SaveOptions();
}
}
}
public static bool UseThreadedFileLoading
{
get
{
InitializeOptionsIfNeeded();
return _savedOptions.UseThreadedFileLoading;
}
set
{
InitializeOptionsIfNeeded();
if (_savedOptions.UseThreadedFileLoading != value)
{
_savedOptions.UseThreadedFileLoading = value;
SaveOptions();
}
}
}
public static bool ShouldShowWindowAfterBuild
{
get
{
return (!IsInBatchMode && AutoShowWindowAfterNormalBuild);
}
}
public static bool IsInBatchMode
{
get
{
return UnityEditorInternal.InternalEditorUtility.inBatchMode;
#if OTHER_BATCH_MODE_DETECTION_CODE
// different ways to find out actually.
// included here in case a new version of Unity
// removes our current way of figuring out batchmode.
// check the isHumanControllingUs bool
return UnityEditorInternal.InternalEditorUtility.isHumanControllingUs;
// check the command line args for "-batchmode"
string[] arguments = Environment.GetCommandLineArgs();
for (int n = 0, len = arguments.Length; n < len; ++n)
{
if (arguments[n] == "-batchmode")
{
return true;
}
}
return false;
#endif
}
}
}
}