-
Notifications
You must be signed in to change notification settings - Fork 73
Expand file tree
/
Copy pathGetUnityInstallations.cs
More file actions
178 lines (150 loc) · 7.65 KB
/
GetUnityInstallations.cs
File metadata and controls
178 lines (150 loc) · 7.65 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
using System;
using System.Collections.Generic;
using System.IO;
namespace UnityLauncherPro
{
/// <summary>
/// returns unity installations under given root folders
/// </summary>
public static class GetUnityInstallations
{
static Dictionary<string, string> platformNames = new Dictionary<string, string> { { "androidplayer", "Android" }, { "windowsstandalonesupport", "Win" }, { "linuxstandalonesupport", "Linux" }, { "LinuxStandalone", "Linux" }, { "OSXStandalone", "OSX" }, { "webglsupport", "WebGL" }, { "metrosupport", "UWP" }, { "iossupport", "iOS" } };
// returns unity installations
public static List<UnityInstallation> Scan()
{
// get list from settings
var rootFolders = Properties.Settings.Default.rootFolders;
// unityversion, exe_path
List<UnityInstallation> results = new List<UnityInstallation>();
// iterate all folders under root folders
foreach (string rootFolder in rootFolders)
{
// if folder exists
if (String.IsNullOrWhiteSpace(rootFolder) == true || Directory.Exists(rootFolder) == false) continue;
// get all folders
var directories = Directory.GetDirectories(rootFolder);
// parse all folders under root, and search for unity editor files
for (int i = 0, length = directories.Length; i < length; i++)
{
var editorFolder = Path.Combine(directories[i], "Editor");
if (Directory.Exists(editorFolder) == false)
{
// OPTIONAL scan for source code build output
editorFolder = Path.Combine(directories[i], "build/WindowsEditor/x64/Release");
if (Directory.Exists(editorFolder) == false)
{
// no unity editor root folder found, skip this folder
continue;
}
}
// check if uninstaller is there, sure sign of unity
var uninstallExe = Path.Combine(editorFolder, "Uninstall.exe");
var haveUninstaller = File.Exists(uninstallExe);
var exePath = Path.Combine(editorFolder, "Unity.exe");
if (File.Exists(exePath) == false) continue;
// get full version number from uninstaller (or try exe, if no uninstaller)
var version = Tools.GetFileVersionData(haveUninstaller ? uninstallExe : exePath);
// we got new version to add
var dataFolder = Path.Combine(editorFolder, "Data");
DateTime? installDate = Tools.GetLastModifiedTime(dataFolder);
UnityInstallation unity = new UnityInstallation();
unity.Version = version;
unity.VersionCode = Tools.VersionAsLong(version); // cached version code
unity.Path = exePath;
unity.Installed = installDate;
unity.IsPreferred = (version == MainWindow.preferredVersion);
unity.ProjectCount = GetProjectCountForUnityVersion(version);
if (Tools.IsAlpha(version))
{
unity.ReleaseType = "Alpha";
}
else if (Tools.IsBeta(version))
{
unity.ReleaseType = "Beta";
}
else
if (Tools.IsLTS(version))
{
unity.ReleaseType = "LTS";
}
else
{
unity.ReleaseType = ""; // cannot be null for UnitysFilter to work properly
}
// get platforms, NOTE if this is slow, do it later, or skip for commandline
var platforms = GetPlatforms(dataFolder);
// this is for editor tab, show list of all platforms in cell
if (platforms != null) unity.PlatformsCombined = string.Join(", ", platforms);
// this is for keeping array of platforms for platform combobox
if (platforms != null) unity.Platforms = platforms;
// add to list, if not there yet NOTE should notify that there are 2 same versions..? this might happen with preview builds..
if (results.Contains(unity) == true)
{
Console.WriteLine("Warning: 2 same versions found for " + version);
continue;
}
results.Add(unity);
} // got folders
} // all root folders
// sort by version
results.Sort((s1, s2) => s2.VersionCode.CompareTo(s1.VersionCode));
return results;
} // scan()
public static bool HasUnityInstallations(string path)
{
var directories = Directory.GetDirectories(path);
// loop folders inside root
for (int i = 0, length = directories.Length; i < length; i++)
{
var editorFolder = Path.Combine(directories[i], "Editor");
if (Directory.Exists(editorFolder) == false) continue;
var editorExe = Path.Combine(editorFolder, "Unity.exe");
if (File.Exists(editorExe) == false) continue;
// have atleast 1 installation
return true;
}
return false;
}
// scans unity installation folder for installed platforms
static string[] GetPlatforms(string dataFolder)
{
// get all folders inside
var platformFolder = Path.Combine(dataFolder, "PlaybackEngines");
if (Directory.Exists(platformFolder) == false) return null;
//var directories = Directory.GetDirectories(platformFolder);
var directories = new List<string>(Directory.GetDirectories(platformFolder));
//for (int i = 0; i < directories.Length; i++)
var count = directories.Count;
for (int i = 0; i < count; i++)
{
var foldername = Path.GetFileName(directories[i]).ToLower();
//Console.WriteLine("PlaybackEngines: " + foldername);
// check if have better name in dictionary
if (platformNames.ContainsKey(foldername))
{
directories[i] = platformNames[foldername];
// add also 64bit desktop versions for that platform, NOTE dont add android, ios or webgl
if (foldername.IndexOf("alone") > -1) directories.Add(platformNames[foldername] + "64");
}
else // use raw
{
directories[i] = foldername;
}
//Console.WriteLine(i + " : " + foldername + " > " + directories[i]);
}
return directories.ToArray();
}
static int GetProjectCountForUnityVersion(string version)
{
if (MainWindow.projectsSource == null) return 0;
//Console.WriteLine("xxx "+(MainWindow.projectsSource==null));
int count = 0;
// count projects using this exact version
for (int i = 0, len = MainWindow.projectsSource.Count; i < len; i++)
{
if (MainWindow.projectsSource[i].Version == version) count++;
}
return count;
}
} // class
} // namespace