using System;
using System.Collections.Generic;
using UnityEditor;
using Unity.VisualScripting.IonicZip;
using System.IO;
using UnityEngine;
namespace Unity.VisualScripting
{
public class VSBackupUtility
{
public static void Backup()
{
BackupAssetsFolder(DateTime.Now.ToString("yyyy_MM_dd_HH_mm_ss"));
}
public static List<string> Find<T>() where T : UnityEngine.Object
{
List<string> assets = new List<string>();
string[] guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(T)));
for (int i = 0; i < guids.Length; i++)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guids[i]);
assets.Add(assetPath);
}
return assets;
}
public static void BackupAssetsFolder(string backupLabel)
{
backupLabel = PathUtility.MakeSafeFilename(backupLabel, '_');
PathUtility.CreateDirectoryIfNeeded(Paths.backups);
var fileName = $"Assets_{backupLabel}.zip";
var addEntryIndex = 0;
var saveEntryIndex = 0;
using (var zip = new ZipFile())
{
zip.UseZip64WhenSaving = Zip64Option.AsNecessary;
zip.AddProgress += (sender, e) => { EditorUtility.DisplayProgressBar("Creating Backup...", e.CurrentEntry != null ? e.CurrentEntry.FileName : "...", (float)(addEntryIndex++) / e.EntriesTotal); };
zip.SaveProgress += (sender, e) => { EditorUtility.DisplayProgressBar("Creating Backup...", e.CurrentEntry != null ? e.CurrentEntry.FileName : "...", (float)(saveEntryIndex++) / e.EntriesTotal); };
List<string> listOfAssets = Find<LudiqScriptableObject>();
foreach (string assetPath in listOfAssets)
{
zip.AddFile(assetPath);
}
var zipPath = Path.Combine(Paths.backups, fileName);
VersionControlUtility.Unlock(zipPath);
zip.Save(zipPath);
Debug.Log($"Visual Scripting Migration: A backup of all Visual Scripting related assets has been created at {zipPath}");
EditorUtility.ClearProgressBar();
}
}
}
}