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extractunitypackage.py
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extractunitypackage.py
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#!/usr/bin/env python
#
# UnityPackage Extractor
#
# Extracts files/folders from a .unitypackage file, reading the 'pathname'
# files it contains to rebuild a "readable" file/folder structure.
#
# Usage: extractunitypackage.py input_file [output_path]
#
# "input_file" should be a .unitypackage file. The part of the filename
# before the extension will be used as the name of the directory that the
# packages contents will be extracted to.
#
# "output_path" is an optional path where the package's files will be
# extracted to. If omitted, the current working directory is used. If
# specified, the path should already exist.
# Update (by Entwicklerpages): Simple fixes for python3 support. Now works on both versions.
import os
import stat
import shutil
import sys
import tarfile
if len(sys.argv) < 2:
print ('No input file specified.')
sys.exit()
name, extension = os.path.splitext(sys.argv[1])
outputDir = ''
if len(sys.argv) > 2:
outputDir = os.path.join(sys.argv[2], name)
else:
outputDir = './' + name
workingDir = './.working'
# can't proceed if the output dir exists already
# but if the temp working dir exists, we clean it out before extracting
if os.path.exists(outputDir):
print ('Output dir "' + outputDir + '" exists. Aborting.')
sys.exit();
if os.path.exists(workingDir):
shutil.rmtree(workingDir)
# extract .unitypackage contents to a temporary space
tar = tarfile.open(sys.argv[1], 'r:gz')
tar.extractall(workingDir);
tar.close()
# build association between the unitypackage's root directory names
# (which each have 1 asset in them) to the actual filename (stored in the 'pathname' file)
mapping = {}
for i in os.listdir(workingDir):
rootFile = os.path.join(workingDir, i)
asset = i
if os.path.isdir(rootFile):
realPath = ''
# we need to check if an 'asset' file exists (sometimes it won't be there
# such as when the 'pathname' file is just specifying a directory)
hasAsset = False
for j in os.listdir(rootFile):
# grab the real path
if j == 'pathname':
lines = [line.strip() for line in open(os.path.join(rootFile, j))]
realPath = lines[0] # should always be on the first line
elif j == 'asset':
hasAsset = True
# if an 'asset' file exists in this directory, then this directory
# contains a file that should be moved+renamed. otherwise we can
# ignore this directory altogether...
if hasAsset:
mapping[asset] = realPath
# mapping from unitypackage internal filenames to real filenames is now built
# walk through them all and move the 'asset' files out and rename, building
# the directory structure listed in the real filenames we found as we go
os.makedirs(outputDir)
for asset in mapping:
path, filename = os.path.split(mapping[asset])
destDir = os.path.join(outputDir, path)
destFile = os.path.join(destDir, filename)
source = os.path.join(workingDir, asset, 'asset');
if not os.path.exists(destDir):
os.makedirs(destDir)
shutil.move(source, destFile)
# change file permissions for unix because under mac os x
# (perhaps also other unix systems) all files are marked as executable
# for safety reasons os x prevent the access to the extracted files
os.chmod(destFile, stat.S_IRUSR | stat.S_IWUSR | stat.S_IRGRP | stat.S_IROTH)
print (asset + ' => ' + mapping[asset])
# done, cleanup any leftovers...
shutil.rmtree(workingDir)