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UnityLauncherPro/UnityLauncherPro/GetUnityInstallations.cs at 143 · unitycoder/UnityLauncherPro · GitHub
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UnityLauncherPro
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UnityLauncherPro
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GetUnityInstallations.cs
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GetUnityInstallations.cs
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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
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