Added Unity project files
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using System;
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using System.IO;
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using System.Security.Cryptography;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace VRC.ExampleCentral.Editor
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{
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/// <summary>
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/// Stores the GUID and Hash for each Asset in an Example
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/// </summary>
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[Serializable]
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public class AssetInfo
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{
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public string GUID { get; private set; }
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public string Hash { get; private set; }
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/// <summary>
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/// Initializes a new instance of the <see cref="AssetInfo"/> class with the specified GUID and hash.
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/// Used for deserialization, after the hash is computed.
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/// </summary>
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/// <param name="guid">The GUID of the asset.</param>
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/// <param name="hash">The hash of the asset.</param>
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public AssetInfo(string guid, string hash)
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{
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GUID = guid;
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Hash = hash;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="AssetInfo"/> class with the specified GUID.
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/// The hash is computed based on the asset's content.
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/// </summary>
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/// <param name="guid">The GUID of the asset.</param>
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public AssetInfo(string guid)
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{
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GUID = guid;
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Hash = ComputeAssetHash(guid);
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}
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/// <summary>
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/// Computes the hash of the asset based on its content.
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/// </summary>
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/// <param name="guid">The GUID of the asset.</param>
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/// <returns>The computed hash of the asset.</returns>
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private string ComputeAssetHash(string guid)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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string fullPath = Path.Combine(Application.dataPath, assetPath.Substring("Assets/".Length));
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if (!File.Exists(fullPath))
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return "File Not Found";
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try
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{
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using FileStream stream = File.OpenRead(fullPath);
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using SHA256 sha = SHA256.Create();
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byte[] hashBytes = sha.ComputeHash(stream);
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StringBuilder sb = new StringBuilder();
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foreach (byte b in hashBytes)
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sb.Append(b.ToString("X2"));
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return sb.ToString();
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}
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catch (Exception ex)
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{
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Debug.LogError($"Error computing hash for {assetPath}: {ex.Message}");
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return "Error";
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}
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}
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/// <summary>
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/// Serializes the asset to a string, using a pipe character as a separator.
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/// </summary>
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/// <returns>A string representation of the asset's guid and hash.</returns>
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public string Serialize()
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{
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return $"{GUID}|{Hash}";
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}
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/// <summary>
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/// Deserializes the asset information from a string.
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/// </summary>
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/// <param name="serializedData">The serialized data string.</param>
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/// <returns>An instance of <see cref="AssetInfo"/>.</returns>
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/// <exception cref="ArgumentException">Thrown when the serialized data format is invalid.</exception>
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public static AssetInfo Deserialize(string serializedData)
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{
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var parts = serializedData.Split('|');
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if (parts.Length != 2)
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throw new ArgumentException("Invalid serialized data format");
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return new AssetInfo(parts[0], parts[1]);
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}
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}
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}
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