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ARPlusSystem/ARPlusSystem-250418/Library/PackageCache/com.unity.xr.arkit@4.2.10/Editor/XcodeAssetCatalog.cs

110 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.XR.ARSubsystems;
#if UNITY_IOS
using UnityEditor.iOS.Xcode;
#endif
namespace UnityEditor.XR.ARKit
{
class XcodeAssetCatalog
{
public string name { get; set; }
public IReadOnlyCollection<ARResourceGroup> resourceGroups => m_ResourceGroups;
public int count => m_ResourceGroups.Count;
public XcodeAssetCatalog(string name)
{
this.name = name;
}
public void AddResourceGroup(ARResourceGroup group)
{
if (group == null)
throw new ArgumentNullException("group");
if (m_ResourceGroups.Contains(group))
throw new InvalidOperationException(string.Format("Duplicate resource group '{0}'", group.name));
m_ResourceGroups.Add(group);
}
#if UNITY_IOS
public void WriteAndAddToPBXProject(PBXProject project, string pathToBuiltProject)
{
const string unityTargetName = "Unity-iPhone";
var relativePathToAssetCatalog = Path.Combine(unityTargetName, name + ".xcassets");
var fullPathToAssetCatalog = Path.Combine(pathToBuiltProject, relativePathToAssetCatalog);
// Create the asset catalog, destroying an existing one.
if (Directory.Exists(fullPathToAssetCatalog))
Directory.Delete(fullPathToAssetCatalog, true);
Directory.CreateDirectory(fullPathToAssetCatalog);
// Add it to Xcode's build
var folderGuid = project.AddFile(relativePathToAssetCatalog, relativePathToAssetCatalog);
var targetGuid = project.GetUnityMainTargetGuid();
project.AddFileToBuild(targetGuid, folderGuid);
foreach (var resourceGroup in m_ResourceGroups)
{
resourceGroup.Write(fullPathToAssetCatalog);
}
}
#endif
public void Write(string path)
{
if (Directory.Exists(path))
{
Directory.Delete(path, true);
}
Directory.CreateDirectory(path);
foreach (var resourceGroup in m_ResourceGroups)
{
resourceGroup.Write(path);
}
}
public byte[] ToCar(Version minimumDeploymentTarget)
{
var tempDir = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString("N"));
// Doesn't matter what we call this filename
var assetCatalogPath = Path.Combine(tempDir, "AssetCatalog.xcassets");
try
{
// Write to a file
Write(assetCatalogPath);
// Invoke the actool
var carPath = ACTool.Compile(assetCatalogPath, tempDir, minimumDeploymentTarget);
return File.ReadAllBytes(carPath);
}
catch (ACTool.XCRunNotFoundException)
{
Debug.LogWarning($"xcrun (an Xcode tool) was not found. This is necessary to bake ARKit-specific data into an {nameof(XRReferenceImageLibrary)}. {nameof(XRReferenceImageLibrary)} assets will not work in asset bundles.");
return null;
}
finally
{
if (Directory.Exists(tempDir))
{
Directory.Delete(tempDir, true);
}
}
}
List<ARResourceGroup> m_ResourceGroups = new List<ARResourceGroup>();
}
}