generated from max/template-unity-project
ScriptableSingleton for data
This commit is contained in:
parent
3118e18c20
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@ -1,9 +1,7 @@
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using UnityEngine;
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namespace VertexColor.ScenePartition.Editor
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namespace VertexColor.ScenePartition.Editor
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{
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{
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[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionDataSO")]
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[System.Serializable]
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public class ScenePartitionDataSO : ScriptableObject
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public class ScenePartitionData
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{
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{
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public bool HasCreatedPartitions => ScenePartitions != null && ScenePartitions.Count > 0;
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public bool HasCreatedPartitions => ScenePartitions != null && ScenePartitions.Count > 0;
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public ScenePartitionSortedList ScenePartitions = new ScenePartitionSortedList();
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public ScenePartitionSortedList ScenePartitions = new ScenePartitionSortedList();
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 53d6bea45132f6d4aa3aa1631099564e
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guid: dfca041580276524fa12c31dc15d5a4d
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MonoImporter:
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@ -1,53 +0,0 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace VertexColor.ScenePartition.Editor
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{
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[CustomEditor(typeof(ScenePartitionDataSO))]
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public class ScenePartitionDataSOEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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ScenePartitionDataSO scenePartitionDataSO = (target as ScenePartitionDataSO);
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DrawDefaultInspector();
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serializedObject.Update();
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//EditorGUILayout.PropertyField(sceneAssetProperty);
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serializedObject.ApplyModifiedProperties();
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EditorGUILayout.Space();
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if (GUILayout.Button("Force Serialize"))
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{
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AssetDatabase.ForceReserializeAssets(new string[] { AssetDatabase.GetAssetPath(scenePartitionDataSO) }, ForceReserializeAssetsOptions.ReserializeAssetsAndMetadata);
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}
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using (new EditorGUI.DisabledGroupScope(true))
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{
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if (scenePartitionDataSO.HasCreatedPartitions)
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{
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EditorGUILayout.LabelField($"scenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.ScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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}
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}
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EditorGUILayout.Space();
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if (scenePartitionDataSO.HasLoadedPartitions)
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{
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EditorGUILayout.LabelField($"loadedScenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionDataSO.LoadedScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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}
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}
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}
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}
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}
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}
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63
Editor/ScenePartitionEditorWindow.cs
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63
Editor/ScenePartitionEditorWindow.cs
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace VertexColor.ScenePartition.Editor
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{
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public class ScenePartitionEditorWindow : EditorWindow
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{
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private Vector2 scrollPos = Vector2.zero;
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[MenuItem("Max/ScenePartitionWindow")]
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public static void ShowExample()
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{
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ScenePartitionEditorWindow window = GetWindow<ScenePartitionEditorWindow>();
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window.titleContent = new GUIContent($"{nameof(ScenePartitionEditorWindow)}");
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}
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private void OnGUI()
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{
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DrawSceneDataCache();
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}
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private void DrawSceneDataCache()
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{
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using (EditorGUILayout.ScrollViewScope scope = new EditorGUILayout.ScrollViewScope(scrollPos))
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{
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scrollPos = scope.scrollPosition;
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using (new EditorGUI.DisabledGroupScope(true))
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{
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ScenePartitionSS scenePartitionSS = ScenePartitionSS.instance;
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foreach (KeyValuePair<ScenePartitionSO, ScenePartitionData> sceneData in scenePartitionSS.SceneDataCache)
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{
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EditorGUILayout.LabelField($"{sceneData.Key.name}");
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if (sceneData.Value.HasCreatedPartitions)
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{
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EditorGUILayout.LabelField($"scenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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}
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}
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EditorGUILayout.Space();
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if (sceneData.Value.HasLoadedPartitions)
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{
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EditorGUILayout.LabelField($"loadedScenePartitions");
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
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{
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EditorGUILayout.IntField((int)scenePartition.Value.id);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -15,11 +15,18 @@ public class ScenePartitionSO : ScriptableObject
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public SceneAsset SceneAsset { get; private set; } = null;
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public SceneAsset SceneAsset { get; private set; } = null;
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public string SceneName => SceneAsset == null ? name : SceneAsset.name;
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public string SceneName => SceneAsset == null ? name : SceneAsset.name;
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[SerializeField]
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private ScenePartitionDataSO scenePartitionData = null;
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public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
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public List<uint> alwaysLoadIds = new List<uint> { 0, 1, 2, 3, 4 };
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public ScenePartitionData ScenePartitionData
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{
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get
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{
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scenePartitionData ??= ScenePartitionSS.instance.GetScenePartitionData(this);
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return scenePartitionData;
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}
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}
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private ScenePartitionData scenePartitionData = null;
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public void CreateScene()
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public void CreateScene()
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{
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{
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if (SceneAsset != null) return;
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if (SceneAsset != null) return;
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@ -28,7 +35,9 @@ public void CreateScene()
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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EditorSceneManager.SaveScene(scene, scenePath);
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EditorSceneManager.SaveScene(scene, scenePath);
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Save();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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AssetDatabase.Refresh();
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SceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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SceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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public void LoadAll()
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public void LoadAll()
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{
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{
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CreateScenePartitions();
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CreateScenePartitions();
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SortedSet<uint> ids = new SortedSet<uint>(scenePartitionData.ScenePartitions.Keys);
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SortedSet<uint> ids = new SortedSet<uint>(ScenePartitionData.ScenePartitions.Keys);
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LoadScenePartitions(ids);
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LoadScenePartitions(ids);
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}
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}
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@ -52,29 +61,29 @@ private void CreateScenePartitions()
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string[] files = Directory.GetFiles(dataPath);
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string[] files = Directory.GetFiles(dataPath);
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scenePartitionData.ScenePartitions = new ScenePartitionSortedList();
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ScenePartitionData.ScenePartitions = new ScenePartitionSortedList();
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for (int i = 0; i < files.Length; i++)
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for (int i = 0; i < files.Length; i++)
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{
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{
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ScenePartition scenePartition = new ScenePartition(files[i]);
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ScenePartition scenePartition = new ScenePartition(files[i]);
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scenePartitionData.ScenePartitions.Add(scenePartition.id, scenePartition);
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ScenePartitionData.ScenePartitions.Add(scenePartition.id, scenePartition);
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}
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}
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}
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}
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private void LoadScenePartitions(SortedSet<uint> partitionIds)
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private void LoadScenePartitions(SortedSet<uint> partitionIds)
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{
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{
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if (!scenePartitionData.HasCreatedPartitions) return;
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if (!ScenePartitionData.HasCreatedPartitions) return;
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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List<string> data = new List<string>();
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List<string> data = new List<string>();
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scenePartitionData.LoadedScenePartitions.Clear();
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ScenePartitionData.LoadedScenePartitions.Clear();
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// Add default ids.
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// Add default ids.
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for (int i = 0; i < alwaysLoadIds.Count; i++)
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for (int i = 0; i < alwaysLoadIds.Count; i++)
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{
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{
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if (scenePartitionData.ScenePartitions.ContainsKey(alwaysLoadIds[i]))
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if (ScenePartitionData.ScenePartitions.ContainsKey(alwaysLoadIds[i]))
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{
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{
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partitionIds.Add(alwaysLoadIds[i]);
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partitionIds.Add(alwaysLoadIds[i]);
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}
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}
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@ -83,9 +92,9 @@ private void LoadScenePartitions(SortedSet<uint> partitionIds)
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// Create scene data.
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// Create scene data.
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foreach (uint id in partitionIds)
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foreach (uint id in partitionIds)
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{
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{
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ScenePartition p = scenePartitionData.ScenePartitions[id];
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ScenePartition p = ScenePartitionData.ScenePartitions[id];
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data.AddRange(File.ReadAllLines(p.filePath));
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data.AddRange(File.ReadAllLines(p.filePath));
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scenePartitionData.LoadedScenePartitions.Add(p.id, p);
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ScenePartitionData.LoadedScenePartitions.Add(p.id, p);
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}
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}
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// Create scene.
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// Create scene.
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/// </summary>
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/// </summary>
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public void Save()
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public void Save()
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{
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{
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if (!scenePartitionData.HasCreatedPartitions) return;
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if (!scenePartitionData.HasLoadedPartitions) 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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EditorSceneManager.SaveScene(scene);
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EditorSceneManager.SaveScene(scene);
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scenePartitionData.LoadedScenePartitions.Clear();
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ScenePartitionData.LoadedScenePartitions.Clear();
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AssetDatabase.Refresh();
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AssetDatabase.Refresh();
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}
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}
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private void DeleteLoadedPartitions()
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private void DeleteLoadedPartitions()
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{
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{
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if (!scenePartitionData.HasCreatedPartitions) return;
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if (!ScenePartitionData.HasLoadedPartitions) return;
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionData.LoadedScenePartitions)
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in ScenePartitionData.LoadedScenePartitions)
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{
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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@ -178,7 +184,7 @@ public void LoadPartitions(uint[] ids)
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for (int i = 0; i < ids.Length; i++)
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for (int i = 0; i < ids.Length; i++)
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{
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{
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SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitionData.ScenePartitions, ids[i]);
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SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(ScenePartitionData.ScenePartitions, ids[i]);
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foreach (uint c in connections)
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foreach (uint c in connections)
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{
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{
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28
Editor/ScenePartitionSS.cs
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28
Editor/ScenePartitionSS.cs
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using UnityEditor;
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using UnityEngine;
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namespace VertexColor.ScenePartition.Editor
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{
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[FilePath("ScenePartition/SceneDataCache.asset", FilePathAttribute.Location.ProjectFolder)]
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public class ScenePartitionSS : ScriptableSingleton<ScenePartitionSS>
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{
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public SceneDataCache SceneDataCache => sceneDataCache;
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[SerializeField]
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private SceneDataCache sceneDataCache = new SceneDataCache();
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public ScenePartitionData GetScenePartitionData(ScenePartitionSO scenePartitionSO)
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{
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if (!sceneDataCache.TryGetValue(scenePartitionSO, out ScenePartitionData scenePartitionData))
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{
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scenePartitionData = new ScenePartitionData();
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sceneDataCache.Add(scenePartitionSO, scenePartitionData);
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}
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return scenePartitionData;
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}
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}
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[System.Serializable]
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public class SceneDataCache : SerializableDictionary<ScenePartitionSO, ScenePartitionData> { }
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}
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11
Editor/ScenePartitionSS.cs.meta
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11
Editor/ScenePartitionSS.cs.meta
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fileFormatVersion: 2
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guid: 7319493d95696df47adf96e8962c9052
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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