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SQLAssetDatabaseImporter.cs
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56 lines (52 loc) · 2.62 KB
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/*
* Copyright (c) 2025 Gil Barbosa Reis
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System.IO;
using UnityEditor.AssetImporters;
using UnityEngine;
namespace SQLite.Editor
{
[ScriptedImporter(0, null, new[] { "sql" })]
public class SQLAssetDatabaseImporter : ScriptedImporter
{
[Header("SQLite asset options")]
[Tooltip("Flags controlling how the SQLite connection should be opened. 'ReadWrite' and 'Create' flags will be ignored, since SQLite assets are read-only.")]
[SerializeField] private SQLiteOpenFlags _openFlags = SQLiteOpenFlags.ReadOnly;
[Tooltip("Whether to store DateTime properties as ticks (true) or strings (false).")]
[SerializeField] private bool _storeDateTimeAsTicks = true;
[Tooltip("Name of the file created for the database inside Streaming Assets folder during builds.\n\n"
+ "If empty, the database bytes will be stored in the asset itself.\n\n"
+ "Loading databases from Streaming Assets is not supported in Android and WebGL platforms.")]
[SerializeField] private string _streamingAssetsPath;
public override void OnImportAsset(AssetImportContext ctx)
{
SQLiteAsset asset;
using (var tempDb = new SQLiteConnection(""))
{
string contents = File.ReadAllText(assetPath);
tempDb.ExecuteScript(contents);
asset = tempDb.SerializeToAsset(null, _openFlags, _storeDateTimeAsTicks, _streamingAssetsPath);
}
ctx.AddObjectToAsset("main", asset);
ctx.SetMainObject(asset);
}
}
}