, IComparer, IEqualityComparer
27 | {
28 | ///
29 | /// Compares two strings and returns a value indicating whether one is less than the other.
30 | ///
31 | /// The first string to compare.
32 | /// The second string to compare.
33 | ///
34 | /// when is less than . Otherwise .
35 | ///
36 | bool IsLessThan(string left, string right);
37 |
38 | ///
39 | /// Compares two strings and returns a value indicating whether one is less than or equal to the other.
40 | ///
41 | /// The first string to compare.
42 | /// The second string to compare.
43 | ///
44 | /// when is less or equal than . Otherwise .
45 | ///
46 | bool IsLessThanOrEqual(string left, string right);
47 |
48 | ///
49 | /// Compares two strings and returns a value indicating whether they are equal.
50 | ///
51 | /// The first string to compare.
52 | /// The second string to compare.
53 | ///
54 | /// when is equal to . Otherwise .
55 | ///
56 | bool IsEqual(string left, string right);
57 |
58 | ///
59 | /// Compares two strings and returns a value indicating whether one is greater than the other.
60 | ///
61 | /// The first string to compare.
62 | /// The second string to compare.
63 | ///
64 | /// when is greater than . Otherwise .
65 | ///
66 | bool IsGreaterThan(string left, string right);
67 |
68 | ///
69 | /// Compares two strings and returns a value indicating whether one is greater than or equal to the other.
70 | ///
71 | /// The first string to compare.
72 | /// The second string to compare.
73 | ///
74 | /// when is less or equal than . Otherwise .
75 | ///
76 | bool IsGreaterThanOrEqual(string left, string right);
77 | }
78 | }
79 |
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/Assets/DevLocker/Tools/AssetManagement/Editor/NaturalStringExtensions/README.md:
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1 | | README.md |
2 | |:---|
3 |
4 |
5 |
6 | 
7 |
8 |
9 |
10 | NaturalStringExtensions
11 |
12 |
13 | Micro-library for sorting strings using natural sort order i.e. Alphabetical order for humans.
14 |
15 | [](https://www.nuget.org/packages/NaturalStringExtensions/) [](https://dotnet.microsoft.com/download) [](https://dotnet.microsoft.com/download) [](https://dotnet.microsoft.com/download) [](http://stackoverflow.com/questions/tagged/c%23)
16 |
17 |
18 |
19 | ## Give a Star! :star:
20 |
21 | If you like or are using this project please give it a star. Thanks!
22 |
23 | ## Background
24 |
25 | A common scenario in many applications is ordering of string data using natural sort order.
26 |
27 | Natural sort order is an ordering of strings in alphabetical order, except that multi-digit numbers are treated atomically, i.e., as if they were a single character. Natural sort order has been promoted as being more human-friendly ("natural") than the machine-oriented pure alphabetical order.
28 |
29 | For example, in alphabetical sorting `Folder11` would be sorted before `Folder2` because `1` is sorted as smaller than `2`, while in natural sorting `Folder2` is sorted before `Folder11` because `2` is sorted as smaller than `11`.
30 |
31 |
32 |
33 | | Alphabetical | Natural | | Alphabetical | Natural |
34 | | -------------- | ----------------------------- | --- | ------------- | ---------------------------- |
35 | | `Folder1` | `Folder1` | | `v1.2.0` | `v1.2.0` |
36 | | `Folder10` :x: | `Folder2` | | `v10.1.0` :x: | `v2.0.0` |
37 | | `Folder11` :x: | `Folder10` :white_check_mark: | | `v10.5.3` :x: | `v2.1.0` |
38 | | `Folder2` | `Folder11` :white_check_mark: | | `v2.0.0` | `v3.1.0` |
39 | | `Folder20` | `Folder20` | | `v2.1.0` | `v10.1.0` :white_check_mark: |
40 | | `Folder35` | `Folder35` | | `v3.1.0` | `v10.5.3` :white_check_mark: |
41 |
42 |
43 |
44 | Example scenarios where `NaturalStringExtensions` can be useful include sorting of file names, folder names, and version numbers.
45 |
46 | ## Getting started :rocket:
47 |
48 | Install the [NaturalStringExtensions](https://www.nuget.org/packages/NaturalStringExtensions) package from NuGet:
49 |
50 | ```powershell
51 | Install-Package NaturalStringExtensions
52 | ```
53 |
54 | Use one of the `IEnumerable` extension methods to sort a list based on a string field, using natural sort order:
55 |
56 | ```csharp
57 | var folderNames = new[]
58 | {
59 | "Folder20",
60 | "Folder1",
61 | "Folder2",
62 | "Folder10",
63 | };
64 |
65 | var sortedfolderNames = folderNames.OrderByNatural();
66 |
67 | foreach (var folderName in sortedfolderNames)
68 | {
69 | Console.WriteLine(folderName);
70 | }
71 |
72 | ```
73 |
74 | Output:
75 |
76 | ```
77 | Folder1
78 | Folder2
79 | Folder10
80 | Folder20
81 | ```
82 |
83 | ---
84 |
85 | In the [sample](sample/) folder, there's an example of a Console application that uses `NaturalStringExtensions` to order a list of versions using natural sort order, as described above.
86 |
87 | ## Extension methods
88 |
89 | Use one of the `IEnumerable` extension methods to sort a list based on a string field, using a natural sort order:
90 |
91 | | Extension method | Description |
92 | | -------------------------- | ---------------------------------------------------------------------------------------- |
93 | | `OrderByNatural` | Sorts the elements of a sequence in natural ascending order |
94 | | `OrderByNaturalDescending` | Sorts the elements of a sequence in natural descending order |
95 | | `ThenByNatural` | Performs a subsequent ordering of the elements in a sequence in natural ascending order |
96 | | `ThenByNaturalDescending` | Performs a subsequent ordering of the elements in a sequence in natural descending order |
97 |
98 | ## NaturalStringComparer
99 |
100 | A `NaturalStringComparer` class that implements `IComparer` is available for comparing strings using a natural sort order:
101 |
102 | ```csharp
103 | const string left = "Folder 10";
104 | const string right = "Folder 5";
105 |
106 | var result = new NaturalStringComparer().Compare(left, right);
107 | // 1 -> "Folder 10" is > "Folder 5"
108 | ```
109 |
110 | For convenience, the `NaturalStringComparer` class has a static property called `Instance` with a thread-safe instance of `NaturalStringComparer` ready for use, which is also cached upon first use.
111 |
112 | ```csharp
113 | using System.IO;
114 | // ...
115 |
116 | var currentDirectory = new DirectoryInfo(Directory.GetCurrentDirectory());
117 |
118 | var sortedDirectoryNames = currentDirectory.EnumerateDirectories()
119 | .OrderBy(d => d.FullName, NaturalStringComparer.Ordinal);
120 | ```
121 |
122 | ### Sorting Arrays without LINQ
123 |
124 | ```csharp
125 | var folderNames = new[]
126 | {
127 | "Folder1000",
128 | "Folder200",
129 | "Folder30",
130 | "Folder4",
131 | };
132 |
133 | Array.Sort(folderNames, NaturalStringComparer.Ordinal);
134 |
135 | // Contents of folderNames array:
136 | //
137 | // Folder4
138 | // Folder30
139 | // Folder200
140 | // Folder1000
141 | //
142 | ```
143 |
144 | ## Release History
145 |
146 | Click on the [Releases](https://github.com/augustoproiete/NaturalStringExtensions/releases) tab on GitHub.
147 |
148 | ---
149 |
150 | _Copyright © 2021-2022 C. Augusto Proiete & Contributors - Provided under the [Apache License, Version 2.0](LICENSE). `NaturalStringExtensions` logo is a derivative of work by [Benjamin STAWARZ](https://www.iconfinder.com/bensta) ([original](https://www.iconfinder.com/icons/6138342/desc_direction_down_numeric_sort_filter_icon))._
151 |
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1 | // MIT License Copyright(c) 2024 Filip Slavov, https://github.com/NibbleByte/UnityAssetManagementTools
2 |
3 | using System;
4 | using System.Collections.Generic;
5 | using System.IO;
6 | using System.Linq;
7 | using UnityEditor;
8 | using UnityEngine;
9 |
10 | namespace DevLocker.Tools.AssetManagement
11 | {
12 |
13 | ///
14 | /// Tool for searching duplicate assets.
15 | /// Compares files by name (for now).
16 | ///
17 | public class SearchDuplicateAssets : EditorWindow
18 | {
19 | [MenuItem("Tools/Asset Management/Search Duplicate Assets", false, 60)]
20 | static void Init()
21 | {
22 | var window = GetWindow("Search Duplicate Assets");
23 | window._searchFilter.SetSearchFilterType(SearchAssetsFilter.SearchFilterType.Materials, true);
24 | window._searchFilter.SetSearchFilterType(SearchAssetsFilter.SearchFilterType.Textures, true);
25 | }
26 |
27 | private SearchAssetsFilter _searchFilter = new SearchAssetsFilter() { ExcludePackages = true };
28 |
29 | private string _resultsFilter = "";
30 | private List _results = new List();
31 | private Vector2 _scrollResultsPos;
32 |
33 | private bool _previewTextures = true;
34 | private float _texturesZoom = 80.0f;
35 |
36 | private bool _foldOutSearchCriterias = true;
37 |
38 |
39 | [NonSerialized] private GUIStyle FoldoutBoldStyle;
40 | [NonSerialized] private GUIStyle UrlStyle;
41 |
42 | void OnEnable()
43 | {
44 | _searchFilter.RefreshCounters();
45 | }
46 |
47 | private void InitStyles()
48 | {
49 | UrlStyle = new GUIStyle(GUI.skin.label);
50 | UrlStyle.normal.textColor = EditorGUIUtility.isProSkin ? new Color(1.00f, 0.65f, 0.00f) : Color.blue;
51 | UrlStyle.hover.textColor = UrlStyle.normal.textColor;
52 | UrlStyle.active.textColor = Color.red;
53 | UrlStyle.wordWrap = false;
54 |
55 | FoldoutBoldStyle = new GUIStyle(EditorStyles.foldout);
56 | FoldoutBoldStyle.fontStyle = FontStyle.Bold;
57 | }
58 |
59 | void OnGUI()
60 | {
61 | if (UrlStyle == null) {
62 | InitStyles();
63 | }
64 |
65 | _foldOutSearchCriterias = EditorGUILayout.Foldout(_foldOutSearchCriterias, "Search in:", toggleOnLabelClick: true, FoldoutBoldStyle);
66 | if (_foldOutSearchCriterias) {
67 | EditorGUILayout.BeginVertical(EditorStyles.helpBox);
68 |
69 | _searchFilter.DrawIncludeExcludeFolders();
70 | _searchFilter.DrawFiltersField();
71 | _searchFilter.DrawTypeFilters(position.width);
72 |
73 | EditorGUILayout.EndVertical();
74 | }
75 |
76 | // TODO: Search by file size.
77 |
78 | EditorGUILayout.Space();
79 |
80 | if (GUILayout.Button("Search")) {
81 | PerformSearch();
82 | }
83 |
84 |
85 | GUILayout.Label("Results:", EditorStyles.boldLabel);
86 |
87 | GUILayout.BeginHorizontal();
88 | {
89 | _previewTextures = GUILayout.Toggle(_previewTextures, "Preview Textures;", GUILayout.ExpandWidth(false));
90 |
91 | GUILayout.Label("Zoom:", GUILayout.ExpandWidth(false));
92 |
93 | if (GUILayout.Button("-", GUILayout.ExpandWidth(false))) {
94 | _texturesZoom -= 10.0f;
95 | }
96 | if (GUILayout.Button("+", GUILayout.ExpandWidth(false))) {
97 | _texturesZoom += 10.0f;
98 | }
99 |
100 | GUILayout.FlexibleSpace();
101 |
102 | if (GUILayout.Button("Collapse All", GUILayout.ExpandWidth(false))) {
103 | foreach (var result in _results) {
104 | result.Foldout = false;
105 | }
106 | }
107 | if (GUILayout.Button("Expand All", GUILayout.ExpandWidth(false))) {
108 | foreach (var result in _results) {
109 | result.Foldout = true;
110 | }
111 | }
112 | }
113 | GUILayout.EndHorizontal();
114 |
115 | _resultsFilter = EditorGUILayout.TextField("Filter", _resultsFilter);
116 |
117 | DrawResults();
118 | }
119 |
120 | private void PerformSearch()
121 | {
122 | _results.Clear();
123 |
124 | var searchedPaths = _searchFilter
125 | .GetFilteredPaths()
126 | .Where(p => p.Contains("."))
127 | .ToArray();
128 |
129 | var duplicatesByName = new Dictionary>();
130 |
131 | List duplicates;
132 | for (int i = 0; i < searchedPaths.Length; ++i) {
133 | var path = searchedPaths[i];
134 | var filename = Path.GetFileName(path);
135 |
136 | bool cancel = EditorUtility.DisplayCancelableProgressBar("Searching...", $"{path}", (float)i / searchedPaths.Length);
137 | if (cancel)
138 | break;
139 |
140 | if (!duplicatesByName.TryGetValue(filename, out duplicates)) {
141 | duplicates = new List();
142 | duplicatesByName[filename] = duplicates;
143 | }
144 |
145 | duplicates.Add(path);
146 | }
147 |
148 | EditorUtility.ClearProgressBar();
149 |
150 |
151 | foreach (var pair in duplicatesByName) {
152 | if (pair.Value.Count > 1) {
153 |
154 | var result = new SearchResultData {
155 | Duplicates = pair.Value
156 | .Select(AssetDatabase.LoadAssetAtPath)
157 | .Where(o => o != null)
158 | .Where(o => !string.IsNullOrEmpty(o.name))
159 | .ToList()
160 | };
161 |
162 | // The filter above can filter out more stuff.
163 | if (result.Duplicates.Count > 1) {
164 | _results.Add(result);
165 | }
166 | }
167 | }
168 | }
169 |
170 |
171 | private void DrawResults()
172 | {
173 | _scrollResultsPos = EditorGUILayout.BeginScrollView(_scrollResultsPos, false, false);
174 | EditorGUILayout.BeginVertical();
175 |
176 | for (int i = 0; i < _results.Count; ++i) {
177 | var result = _results[i];
178 | var name = result.Duplicates.FirstOrDefault(obj => obj != null)?.name ?? "";
179 |
180 | if (!string.IsNullOrEmpty(_resultsFilter) && name.IndexOf(_resultsFilter, StringComparison.OrdinalIgnoreCase) == -1)
181 | continue;
182 |
183 | EditorGUILayout.BeginHorizontal();
184 | result.Foldout = EditorGUILayout.Foldout(result.Foldout, $"{name} ({result.Duplicates.Count})", toggleOnLabelClick: true);
185 | if (GUILayout.Button(new GUIContent("X", "Remove entry from list."), GUILayout.ExpandWidth(false), GUILayout.Height(14))) {
186 | _results.RemoveAt(i);
187 | GUIUtility.ExitGUI();
188 | }
189 | EditorGUILayout.EndHorizontal();
190 |
191 | if (!result.Foldout)
192 | continue;
193 |
194 | if (_previewTextures && result.Duplicates[0] is Texture2D) {
195 |
196 | result.ScrollPos = EditorGUILayout.BeginScrollView(result.ScrollPos, false, false, GUILayout.Width(position.width - 15f), GUILayout.Height(_texturesZoom + 20.0f));
197 | EditorGUILayout.BeginHorizontal();
198 |
199 | foreach (var duplicate in result.Duplicates) {
200 | EditorGUILayout.ObjectField(duplicate, duplicate.GetType(), false, GUILayout.Width(_texturesZoom), GUILayout.Height(_texturesZoom));
201 | }
202 |
203 | EditorGUILayout.EndHorizontal();
204 | EditorGUILayout.EndScrollView();
205 |
206 | } else {
207 |
208 | foreach (var duplicate in result.Duplicates) {
209 | EditorGUILayout.BeginHorizontal();
210 |
211 | GUILayout.Space(16f);
212 |
213 | // Asset got deleted.
214 | if (duplicate == null) {
215 | EditorGUILayout.EndHorizontal();
216 | continue;
217 | }
218 |
219 | string path = AssetDatabase.GetAssetPath(duplicate);
220 |
221 | if (GUILayout.Button(path, UrlStyle, GUILayout.MaxWidth(position.width - 50f - 16f - 20f))) {
222 | EditorGUIUtility.PingObject(duplicate);
223 | }
224 | EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);
225 |
226 | Color prevBackgroundColor = GUI.backgroundColor;
227 | GUI.backgroundColor = Color.red;
228 | if (GUILayout.Button("Delete", EditorStyles.miniButton, GUILayout.Width(50f))) {
229 | bool confirm = EditorUtility.DisplayDialog("Delete Asset?", $"Are you sure you want to delete this asset? {path}", "Delete!", "Cancel");
230 | if (confirm) {
231 | result.Duplicates.Remove(duplicate);
232 | AssetDatabase.DeleteAsset(path);
233 | GUIUtility.ExitGUI();
234 | }
235 | }
236 | GUI.backgroundColor = prevBackgroundColor;
237 |
238 | EditorGUILayout.EndHorizontal();
239 |
240 | }
241 | }
242 | }
243 |
244 | EditorGUILayout.EndVertical();
245 | EditorGUILayout.EndScrollView();
246 | }
247 |
248 |
249 |
250 | [Serializable]
251 | private class SearchResultData
252 | {
253 | public List Duplicates = new List(10);
254 | public bool Foldout = true;
255 | public Vector2 ScrollPos;
256 | }
257 | }
258 | }
259 |
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/Assets/DevLocker/Tools/AssetManagement/README.md:
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1 | # Asset Management Tools for Unity
2 | Small collection of tools for Unity used to manage your assets. Part of the [DevLocker](https://github.com/NibbleByte/DevLocker) project.
3 |
4 | [Asset Store - MultiRename Tool](https://assetstore.unity.com/packages/tools/utilities/multi-rename-tool-170616) | [Asset Store - Scenes In Project](https://assetstore.unity.com/packages/tools/utilities/scenes-in-project-169933) | [OpenUPM](https://openupm.com/packages/devlocker.tools.assetmanagement/)
5 |
6 | [](https://openupm.com/packages/devlocker.tools.assetmanagement/)
7 |
8 | ## List of Tools
9 | * [Scenes In Project](#scenes-in-project)
10 | * [MultiRename Tool](#multirename-tool)
11 | * [Search Duplicate Assets](#search-duplicate-assets)
12 | * [Search References Fast!](#search-references-fast)
13 | * [Search Prefabs Components](#search-prefabs-components)
14 | * [Asset Context Menus](#asset-context-menus)
15 |
16 | ## Installation
17 | * Asset Store plugin:
18 | * [Scenes In Project](https://assetstore.unity.com/packages/tools/utilities/scenes-in-project-169933)
19 | * [MultiRename Tool](https://assetstore.unity.com/packages/tools/utilities/multi-rename-tool-170616)
20 | * [OpenUPM](https://openupm.com/packages/devlocker.tools.assetmanagement/) support:
21 | ```
22 | npm install -g openupm-cli
23 | openupm add devlocker.tools.assetmanagement
24 | ```
25 | * Github upm package - merge this to your `Packages/manifest.json`
26 | ```
27 | {
28 | "dependencies": {
29 | "devlocker.tools.assetmanagement": "https://github.com/NibbleByte/UnityAssetManagementTools.git#upm"
30 | }
31 | ```
32 |
33 | ## Usage
34 | All these tools can be found in the menus: "Tools/Asset Management/..."
35 |
36 | ## Scenes In Project
37 |
38 | List of all available scenes in the project for quick access.
39 | Useful when you have to switch often between scenes in larger projects.
40 |
41 | ### Features:
42 | * **List all scenes in project. Pin favourites at the top.**
43 | * **"►" button per scene to run in play mode directly.**
44 | * **"+" button per scene to add / remove additively.**
45 | * Sort scenes by name, path, date, file size, or just drag them around.
46 | * Scenes are grouped by folder. Groups are separated by little space.
47 | * Customize how scenes are displayed.
48 | * Color-code scenes by path or name.
49 | * Multiple windows support (they all show the same though).
50 | * Tested on a project with 1k+ scenes.
51 | * Personal VS Project preferences.
52 | * Personal preferences stored locally in the Library folder.
53 | * Project preferences to be shared with your team stored in the ProjectSettings folder.
54 |
55 | ## MultiRename Tool
56 |
57 | Mass search and rename assets or scene game objects.
58 |
59 | ### Features:
60 | * Live referesh on results when changing the initial parameters.
61 | * Search pattern can contain "\d" to match any numbers.
62 | * Replace pattern can contain "\d" to insert number (counter).
63 | * Can configure numbers start and step value + leading zeroes.
64 | * Can tweak the final name before executing the rename.
65 | * Can search recursively in folders, subassets or scene objects hierarchies.
66 | * Disable Search or Replace pattern to match / replace everything.
67 |
68 |
69 |
70 |
71 |
72 | ## Search Duplicate Assets
73 | Searches the project for duplicate assets (compares files by name only).
74 |
75 | ### Features:
76 | * Displays duplicates in a grouped list.
77 | * Textures are displayed as images in a single row for easy comparison.
78 | * Can specify what asset types to search for.
79 |
80 | 
81 |
82 | ## Search Prefabs Components
83 |
84 | Search selected or all prefabs in the project if they have the specified components attached.
85 |
86 | ### Features:
87 | * Type in component names to search for. Works with user and built-in components.
88 | * Supports '&', '|', '!' *(and, or, not)* expressions for more complex queries.
89 | * Results list displays what GameObjects in the prefab have these components.
90 | * Can place all or individual result prefabs in the scene for quick inspection / tweaking. Can quickly remove them when done.
91 |
92 | ## Search References Fast!
93 | Search what assets in the project refer directly to the selected ones.
94 | It gets the target GUIDs and performs text search in all project assets without actually loading them.
95 | This is very fast for searching prefabs references in scenes as it wouldn't load the scenes themselves.
96 |
97 | ### Features:
98 | * Can search for sub assets (GUID + localId)
99 | * Can search text directly (instead of selected asset GUIDs).
100 | * Select what types of assets to search in. Can include / exclude meta files as well.
101 | * Replace prefab instances in found scenes with another or just remove them.
102 | * Doesn't load assets (especially scenes which is slow).
103 |
104 | ### Issues & Drawbacks:
105 | * Project needs to have "Assets Serialization Mode" set to "Force Text" (which is always a good idea to have)
106 | * Doesn't work with nested prefabs.
107 | * No cache. Every search is done from scratch.
108 | * No recursive mode - search direct references only.
109 | * If result has multiple sub assets, it wouldn't show you which one references the target.
110 |
111 | ### Example:
112 | In the screenshot below:
113 | * "Bullet.prefab" is referenced by the "TankShoot" animation.
114 | * "Tank.prefab" is referenced by multiple scenes. Can be replaced or removed in the found scenes with another using the last field.
115 | * The "Attack" sprite sub asset in the "AbilityIcons.png" is referenced by some prefabs and scenes.
116 | 
117 |
118 | ## Find References In Scene
119 | Search references to specified GameObject or **component** in the current scene (or prefab edit stage).
120 | Open by right click on GameObject and selecting "Find References In Scene". You can additionally drag in any **component** as well.
121 | 
122 |
123 | ## Asset Context Menus
124 | Useful context menus:
125 | * Copy selected guids or asset paths
126 | * Edit selected assets with third-party app that is already installed on the machine. Supported apps (not sponsored in any way): Notepad++, Sublime, Paint.NET, Krita, Photoshop, Gimp, Blender.
127 |
128 | 
129 |
130 | 
131 |
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1 | {
2 | "name": "devlocker.tools.assetmanagement",
3 | "displayName": "Asset Management Tools",
4 | "version": "1.3.5",
5 | "unity": "2018.3",
6 | "description": "Asset management tools.\nTools:\n- Scenes In Project - list of all available scenes in the project for quick access.\n- Multi-Rename Tool - mass search and rename assets.\n- Search References (FAST) - searches where selected asset is used (text search by guid).\n- Search Prefabs Components - searches for components in prefabs.\n- Search Duplicate Assets - searches duplicate assets (by name).\n\nUsage: \"Tools/Asset Management/...\".",
7 | "category": "Tools",
8 | "keywords": [
9 | "assets",
10 | "tools",
11 | "files",
12 | "search",
13 | "scenes",
14 | "rename",
15 | "bulk",
16 | "duplicate"
17 | ],
18 | "dependencies": {},
19 | "repository": {
20 | "type": "git",
21 | "url": "https://github.com/NibbleByte/UnityAssetManagementTools.git"
22 | }
23 | }
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/Docs/PublishImages/MultiRenameTool/Metatexts.html:
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1 | Title: Multi-Rename Tool
2 |
3 | Keywords: assets files search rename
4 |
5 | Description:
6 | >>>
7 | GitHub |
8 | OpenUPM
9 | <<<
10 |
11 | Mass search and rename assets or scene game objects.
12 |
13 | ======== Features ========
14 | • Live referesh on results when changing the initial parameters.
15 | • Search pattern can contain "\d" to match any numbers.
16 | • Replace pattern can contain "\d" to insert number (counter).
17 | → Can configure numbers start and step value + leading zeroes.
18 | • Can tweak the final name before executing the rename.
19 | • Can search recursively in folders, subassets or scene objects hierarchies.
20 | • Disable Search or Replace pattern to match / replace everything.
21 |
22 | ======== Usage ========
23 | Open "MultiRename Tool" window from the menu:
24 | "Tools/Asset Management/Multi-Rename Tool"
25 |
26 |
27 | Icon made by Flat Icons from www.flaticon.com
--------------------------------------------------------------------------------
/Docs/PublishImages/MultiRenameTool/ReadMe.txt:
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1 | Asset Store Key Image Templates
2 | Updated October 2019
3 |
4 | * Icon Image - 160x160
5 | * Card Image - 420x280
6 | * Cover Image - 1950x1300
7 | * Social Media Image - 1200x630
8 | * Screenshots - Suggested resolution is 2048x1152. Minimum 1200 pixels wide, any height.
9 |
10 | Notes:
11 |
12 | 1. Screenshots will be resized for display, but users will be able to view the full resolution.
13 | 2. Adding text/logos or other graphics onto Social Media Images may exclude your asset from being featured in social media campaigns.
14 | 3. Failure to follow logo/text guidance may exclude your asset from being featured on the home page.
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1 | Title: Scenes In Project
2 |
3 | Keywords: scenes window project
4 |
5 | Description:
6 | >>>
7 | GitHub |
8 | OpenUPM
9 | <<<
10 |
11 | List of all available scenes in the project for quick access.
12 | Useful when you have to switch often between scenes in larger projects.
13 |
14 | ======== Features ========
15 | • List all scenes in project. Pin favourites at the top.
16 | • "►" button per scene to run in play mode directly.
17 | • "+" button per scene to add / remove additively.
18 | • Sort scenes by name, path, date, file size, or just drag them around.
19 | • Scenes are grouped by folder. Groups are separated by little space.
20 | • Customize how scenes are displayed (partial path or just name).
21 | • Color-code scenes by path or name.
22 | • Multiple windows support (they all show the same though).
23 | • Tested on a project with 1k+ scenes.
24 | • Personal VS Project preferences.
25 | → Personal preferences stored locally in the Library folder.
26 | → Project preferences to be shared with your team stored in the ProjectSettings folder.
27 |
28 | ======== Usage ========
29 | Open "Scenes In Project" window from the menu:
30 | "Tools/Asset Management/Scenes In Project"
31 |
32 |
33 | Icon made by Smashicons from www.flaticon.com
--------------------------------------------------------------------------------
/Docs/PublishImages/SceneInProjects/ReadMe.txt:
--------------------------------------------------------------------------------
1 | Asset Store Key Image Templates
2 | Updated October 2019
3 |
4 | * Icon Image - 160x160
5 | * Card Image - 420x280
6 | * Cover Image - 1950x1300
7 | * Social Media Image - 1200x630
8 | * Screenshots - Suggested resolution is 2048x1152. Minimum 1200 pixels wide, any height.
9 |
10 | Notes:
11 |
12 | 1. Screenshots will be resized for display, but users will be able to view the full resolution.
13 | 2. Adding text/logos or other graphics onto Social Media Images may exclude your asset from being featured in social media campaigns.
14 | 3. Failure to follow logo/text guidance may exclude your asset from being featured on the home page.
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/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 Filip Slavov
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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2 | "dependencies": {
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4 | "com.unity.2d.tilemap": "1.0.0",
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8 | "com.unity.test-framework": "1.1.31",
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/README.md:
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1 | # Asset Management Tools for Unity
2 | Small collection of tools for Unity used to manage your assets. Part of the [DevLocker](https://github.com/NibbleByte/DevLocker) project.
3 |
4 | [Asset Store - MultiRename Tool](https://assetstore.unity.com/packages/tools/utilities/multi-rename-tool-170616) | [Asset Store - Scenes In Project](https://assetstore.unity.com/packages/tools/utilities/scenes-in-project-169933) | [OpenUPM](https://openupm.com/packages/devlocker.tools.assetmanagement/)
5 |
6 | [](https://openupm.com/packages/devlocker.tools.assetmanagement/)
7 |
8 | ## List of Tools
9 | * [Scenes In Project](#scenes-in-project)
10 | * [MultiRename Tool](#multirename-tool)
11 | * [Search Duplicate Assets](#search-duplicate-assets)
12 | * [Search References Fast!](#search-references-fast)
13 | * [Search Prefabs Components](#search-prefabs-components)
14 | * [Asset Context Menus](#asset-context-menus)
15 |
16 | ## Installation
17 | * Asset Store plugin:
18 | * [Scenes In Project](https://assetstore.unity.com/packages/tools/utilities/scenes-in-project-169933)
19 | * [MultiRename Tool](https://assetstore.unity.com/packages/tools/utilities/multi-rename-tool-170616)
20 | * [OpenUPM](https://openupm.com/packages/devlocker.tools.assetmanagement/) support:
21 | ```
22 | npm install -g openupm-cli
23 | openupm add devlocker.tools.assetmanagement
24 | ```
25 | * Github upm package - merge this to your `Packages/manifest.json`
26 | ```
27 | {
28 | "dependencies": {
29 | "devlocker.tools.assetmanagement": "https://github.com/NibbleByte/UnityAssetManagementTools.git#upm"
30 | }
31 | ```
32 |
33 | ## Usage
34 | All these tools can be found in the menus: "Tools/Asset Management/..."
35 |
36 | ## Scenes In Project
37 |
38 | List of all available scenes in the project for quick access.
39 | Useful when you have to switch often between scenes in larger projects.
40 |
41 | ### Features:
42 | * **List all scenes in project. Pin favourites at the top.**
43 | * **"►" button per scene to run in play mode directly.**
44 | * **"+" button per scene to add / remove additively.**
45 | * Sort scenes by name, path, date, file size, or just drag them around.
46 | * Scenes are grouped by folder. Groups are separated by little space.
47 | * Customize how scenes are displayed.
48 | * Color-code scenes by path or name.
49 | * Multiple windows support (they all show the same though).
50 | * Tested on a project with 1k+ scenes.
51 | * Personal VS Project preferences.
52 | * Personal preferences stored locally in the Library folder.
53 | * Project preferences to be shared with your team stored in the ProjectSettings folder.
54 |
55 | ## MultiRename Tool
56 |
57 | Mass search and rename assets or scene game objects.
58 |
59 | ### Features:
60 | * Live referesh on results when changing the initial parameters.
61 | * Search pattern can contain "\d" to match any numbers.
62 | * Replace pattern can contain "\d" to insert number (counter).
63 | * Can configure numbers start and step value + leading zeroes.
64 | * Can tweak the final name before executing the rename.
65 | * Can search recursively in folders, subassets or scene objects hierarchies.
66 | * Disable Search or Replace pattern to match / replace everything.
67 |
68 |
69 |
70 |
71 |
72 | ## Search Duplicate Assets
73 | Searches the project for duplicate assets (compares files by name only).
74 |
75 | ### Features:
76 | * Displays duplicates in a grouped list.
77 | * Textures are displayed as images in a single row for easy comparison.
78 | * Can specify what asset types to search for.
79 |
80 | 
81 |
82 | ## Search Prefabs Components
83 |
84 | Search selected or all prefabs in the project if they have the specified components attached.
85 |
86 | ### Features:
87 | * Type in component names to search for. Works with user and built-in components.
88 | * Supports '&', '|', '!' *(and, or, not)* expressions for more complex queries.
89 | * Results list displays what GameObjects in the prefab have these components.
90 | * Can place all or individual result prefabs in the scene for quick inspection / tweaking. Can quickly remove them when done.
91 |
92 | ## Search References Fast!
93 | Search what assets in the project refer directly to the selected ones.
94 | It gets the target GUIDs and performs text search in all project assets without actually loading them.
95 | This is very fast for searching prefabs references in scenes as it wouldn't load the scenes themselves.
96 |
97 | ### Features:
98 | * Can search for sub assets (GUID + localId)
99 | * Can search text directly (instead of selected asset GUIDs).
100 | * Select what types of assets to search in. Can include / exclude meta files as well.
101 | * Replace prefab instances in found scenes with another or just remove them.
102 | * Doesn't load assets (especially scenes which is slow).
103 |
104 | ### Issues & Drawbacks:
105 | * Project needs to have "Assets Serialization Mode" set to "Force Text" (which is always a good idea to have)
106 | * Doesn't work with nested prefabs.
107 | * No cache. Every search is done from scratch.
108 | * No recursive mode - search direct references only.
109 | * If result has multiple sub assets, it wouldn't show you which one references the target.
110 |
111 | ### Example:
112 | In the screenshot below:
113 | * "Bullet.prefab" is referenced by the "TankShoot" animation.
114 | * "Tank.prefab" is referenced by multiple scenes. Can be replaced or removed in the found scenes with another using the last field.
115 | * The "Attack" sprite sub asset in the "AbilityIcons.png" is referenced by some prefabs and scenes.
116 | 
117 |
118 | ## Find References In Scene
119 | Search references to specified GameObject or **component** in the current scene (or prefab edit stage).
120 | Open by right click on GameObject and selecting "Find References In Scene". You can additionally drag in any **component** as well.
121 | 
122 |
123 | ## Asset Context Menus
124 | Useful context menus:
125 | * Copy selected guids or asset paths
126 | * Edit selected assets with third-party app that is already installed on the machine. Supported apps (not sponsored in any way): Notepad++, Sublime, Paint.NET, Krita, Photoshop, Gimp, Blender.
127 |
128 | 
129 |
130 | 
131 |
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/makeupm.bat:
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1 | git subtree push --prefix Assets/DevLocker/Tools/AssetManagement origin upm
2 | pause
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