generated from max/template-unity-project
Save scene on save
- Check if the user wants to save the dirty scene on save
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@ -92,7 +92,7 @@ private void LoadScenePartitions(SortedSet<ulong> partitionIds)
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// Add always load ids.
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// Add always load ids.
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SortedSet<ulong> baseIds = GetAlwaysLoadIds();
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SortedSet<ulong> baseIds = GetAlwaysLoadIds();
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foreach (var id in baseIds)
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foreach (ulong id in baseIds)
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{
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{
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partitionIds.Add(id);
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partitionIds.Add(id);
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}
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}
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@ -139,6 +139,9 @@ public void Save()
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{
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{
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using (new ProfilerUtility.ProfilerScope($"{nameof(Save)}"))
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using (new ProfilerUtility.ProfilerScope($"{nameof(Save)}"))
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{
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{
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// Check if the user wants to save the scene if dirty.
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if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
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DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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string pattern = @"&(\d+)";
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string pattern = @"&(\d+)";
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