ScenePartition/Editor/ScenePartitionUtils.cs

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C#
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using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor
{
public static class ScenePartitionUtils
{
public static string GetDataPath(ScenePartitionSO scenePartitionSO)
{
string dataPath = Path.Combine(Application.dataPath, $"../Data/Scenes/{scenePartitionSO.name}");
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
return dataPath;
}
public static string GetScenePath(ScenePartitionSO scenePartitionSO)
{
string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.sceneAsset);
return scenePath;
}
public static SortedSet<uint> FindDeeplyLinkedObjects(SortedList<uint, ScenePartition> scenePartitions, uint partitionId)
{
SortedSet<uint> linkedObjects = new SortedSet<uint>();
FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
return linkedObjects;
}
private static void FindDeeplyLinkedObjectsRecursive(SortedList<uint, ScenePartition> scenePartitions, uint partitionId, SortedSet<uint> linkedObjects)
{
if (linkedObjects.Contains(partitionId)) return;
if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
linkedObjects.Add(partitionId);
foreach (uint reference in partition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
{
foreach (uint subReference in referencedPartition.references)
{
FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
}
}
}
}
}
}