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 Find() where T : UnityEngine.Object { List assets = new List(); 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 = $"Assets_{backupLabel}.zip"; var addEntryIndex = 0; var saveEntryIndex = 0; using (var zip = new ZipFile()) { zip.UseZip64WhenSaving = Zip64Option.AsNecessary; zip.AddProgress += (sender, e) => { EditorUtility.DisplayProgressBar("Creating Backup...", e.CurrentEntry != null ? e.CurrentEntry.FileName : "...", (float)(addEntryIndex++) / e.EntriesTotal); }; zip.SaveProgress += (sender, e) => { EditorUtility.DisplayProgressBar("Creating Backup...", e.CurrentEntry != null ? e.CurrentEntry.FileName : "...", (float)(saveEntryIndex++) / e.EntriesTotal); }; List listOfAssets = Find(); foreach (string assetPath in listOfAssets) { zip.AddFile(assetPath); } var zipPath = Path.Combine(Paths.backups, fileName); VersionControlUtility.Unlock(zipPath); zip.Save(zipPath); Debug.Log($"Visual Scripting Migration: A backup of all Visual Scripting related assets has been created at {zipPath}"); EditorUtility.ClearProgressBar(); } } } }