generated from max/template-unity-project
ulong and grid list wrapper test
- wrapped lists in serialized dicts do work, maybe wrap anything. - note: maybe convert long fields to string fields to support ulong?
This commit is contained in:
@ -47,9 +47,9 @@ namespace VertexColor.ScenePartition.Editor
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{
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EditorGUILayout.LabelField($"scenePartitions");
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foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
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foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.ScenePartitions)
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{
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EditorGUILayout.LongField(scenePartition.Key);
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EditorGUILayout.LongField((long)scenePartition.Key);
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}
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}
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@ -59,9 +59,9 @@ namespace VertexColor.ScenePartition.Editor
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{
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EditorGUILayout.LabelField($"loadedScenePartitions");
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foreach (KeyValuePair<long, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
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foreach (KeyValuePair<ulong, ScenePartition> scenePartition in sceneData.Value.LoadedScenePartitions)
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{
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EditorGUILayout.LongField(scenePartition.Value.id);
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EditorGUILayout.LongField((long)scenePartition.Value.id);
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}
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}
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@ -69,15 +69,15 @@ namespace VertexColor.ScenePartition.Editor
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{
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EditorGUILayout.LabelField($"generatedSceneGrid");
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foreach (KeyValuePair<int, List<long>> item in sceneData.Value.SceneGrid.Grid)
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foreach (KeyValuePair<int, GridList> item in sceneData.Value.SceneGrid.Grid)
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{
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EditorGUILayout.IntField("gridId", item.Key);
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EditorGUI.indentLevel++;
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foreach (long id in item.Value)
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foreach (ulong id in item.Value.list)
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{
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EditorGUILayout.LongField(id);
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EditorGUILayout.LongField((long)id);
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}
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EditorGUI.indentLevel--;
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@ -15,7 +15,7 @@ namespace VertexColor.ScenePartition.Editor
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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 List<long> alwaysLoadIds = new List<long> { 0, 1, 2, 3, 4 };
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public List<ulong> alwaysLoadIds = new List<ulong> { 0, 1, 2, 3, 4 };
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public ScenePartitionData Data
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{
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@ -53,7 +53,7 @@ namespace VertexColor.ScenePartition.Editor
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public void LoadAll()
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{
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CreateScenePartitions();
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SortedSet<long> ids = new SortedSet<long>(Data.ScenePartitions.Keys);
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SortedSet<ulong> ids = new SortedSet<ulong>(Data.ScenePartitions.Keys);
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LoadScenePartitions(ids);
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}
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@ -63,7 +63,7 @@ namespace VertexColor.ScenePartition.Editor
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public void Reload()
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{
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if (!Data.HasLoadedPartitions) return;
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LoadScenePartitions(new SortedSet<long>(Data.LoadedScenePartitions.Keys));
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LoadScenePartitions(new SortedSet<ulong>(Data.LoadedScenePartitions.Keys));
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}
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private void CreateScenePartitions()
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@ -80,7 +80,7 @@ namespace VertexColor.ScenePartition.Editor
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}
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}
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private void LoadScenePartitions(SortedSet<long> partitionIds)
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private void LoadScenePartitions(SortedSet<ulong> partitionIds)
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{
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if (!Data.HasCreatedPartitions) return;
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@ -91,14 +91,14 @@ namespace VertexColor.ScenePartition.Editor
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Data.LoadedScenePartitions.Clear();
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// Add always load ids.
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SortedSet<long> baseIds = GetAlwaysLoadIds();
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SortedSet<ulong> baseIds = GetAlwaysLoadIds();
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foreach (var id in baseIds)
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{
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partitionIds.Add(id);
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}
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// Create scene data.
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foreach (long id in partitionIds)
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foreach (ulong id in partitionIds)
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{
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ScenePartition p = Data.ScenePartitions[id];
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sceneData.AddRange(File.ReadAllLines(p.filePath));
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@ -178,7 +178,7 @@ namespace VertexColor.ScenePartition.Editor
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{
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if (!Data.HasLoadedPartitions) return;
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foreach (KeyValuePair<long, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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foreach (KeyValuePair<ulong, ScenePartition> scenePartition in Data.LoadedScenePartitions)
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{
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if (!File.Exists(scenePartition.Value.filePath)) continue;
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@ -186,14 +186,14 @@ namespace VertexColor.ScenePartition.Editor
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}
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}
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public void LoadPartitions(long[] ids)
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public void LoadPartitions(ulong[] ids)
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{
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SortedSet<long> partitionIds = new SortedSet<long>();
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SortedSet<ulong> partitionIds = new SortedSet<ulong>();
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for (int i = 0; i < ids.Length; i++)
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{
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SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (long c in connections)
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SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, ids[i]);
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foreach (ulong c in connections)
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{
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partitionIds.Add(c);
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}
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@ -202,14 +202,14 @@ namespace VertexColor.ScenePartition.Editor
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LoadScenePartitions(partitionIds);
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}
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private SortedSet<long> GetAlwaysLoadIds()
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private SortedSet<ulong> GetAlwaysLoadIds()
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{
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SortedSet<long> partitionIds = new SortedSet<long>();
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SortedSet<ulong> partitionIds = new SortedSet<ulong>();
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foreach (long id in alwaysLoadIds)
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foreach (ulong id in alwaysLoadIds)
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{
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SortedSet<long> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
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foreach (long c in connections)
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SortedSet<ulong> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(Data.ScenePartitions, id);
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foreach (ulong c in connections)
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{
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partitionIds.Add(c);
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}
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@ -281,11 +281,11 @@ namespace VertexColor.ScenePartition.Editor
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if (ids[i].targetPrefabId == 0) // 0 = no prefab.
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{
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Data.SceneGrid.Insert((long)ids[i].targetObjectId, rootGameObjects[i].transform.position);
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Data.SceneGrid.Insert(ids[i].targetObjectId, rootGameObjects[i].transform.position);
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}
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else
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{
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Data.SceneGrid.Insert((long)ids[i].targetPrefabId, rootGameObjects[i].transform.position);
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Data.SceneGrid.Insert(ids[i].targetPrefabId, rootGameObjects[i].transform.position);
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}
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}
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@ -294,9 +294,9 @@ namespace VertexColor.ScenePartition.Editor
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public void LoadCell(int gridId)
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{
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if (Data.SceneGrid.Grid.TryGetValue(gridId, out List<long> ids))
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if (Data.SceneGrid.Grid.TryGetValue(gridId, out GridList ids))
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{
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LoadPartitions(ids.ToArray());
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LoadPartitions(ids.list.ToArray());
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}
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}
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@ -7,7 +7,7 @@ namespace VertexColor.ScenePartition.Editor
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[CustomEditor(typeof(ScenePartitionSO))]
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public class ScenePartitionSOEditor : UnityEditor.Editor
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{
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private long id = 0;
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private ulong id = 0;
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private int gridId = 0;
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public override void OnInspectorGUI()
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@ -60,11 +60,11 @@ namespace VertexColor.ScenePartition.Editor
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EditorGUILayout.Space();
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id = EditorGUILayout.LongField("id", id);
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id = (ulong)EditorGUILayout.LongField("id", (long)id);
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if (GUILayout.Button("Load Section"))
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{
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scenePartitionSO.LoadPartitions(new long[1] { (long)id });
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scenePartitionSO.LoadPartitions(new ulong[1] { id });
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}
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if (GUILayout.Button("GenerateSceneGrid"))
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@ -83,15 +83,15 @@ namespace VertexColor.ScenePartition.Editor
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{
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EditorGUILayout.LabelField($"generatedSceneGrid");
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foreach (KeyValuePair<int, List<long>> item in scenePartitionSO.Data.SceneGrid.Grid)
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foreach (KeyValuePair<int, GridList> item in scenePartitionSO.Data.SceneGrid.Grid)
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{
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EditorGUILayout.LongField("gridId", item.Key);
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EditorGUI.indentLevel++;
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foreach (long id in item.Value)
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foreach (ulong id in item.Value.list)
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{
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EditorGUILayout.LongField(id);
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EditorGUILayout.LongField((long)id);
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}
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EditorGUI.indentLevel--;
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@ -9,7 +9,7 @@ namespace VertexColor.ScenePartition.Editor
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{
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public static string GetDataPath(ScenePartitionSO scenePartitionSO)
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{
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string dataPath = Path.Combine(Application.dataPath, $"../Data/Scenes/{scenePartitionSO.name}");
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string dataPath = Path.Combine(Application.dataPath, GetRelativeFilePath(scenePartitionSO));
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if (!Directory.Exists(dataPath))
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{
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@ -19,6 +19,11 @@ namespace VertexColor.ScenePartition.Editor
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return dataPath;
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}
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public static string GetRelativeFilePath(ScenePartitionSO scenePartitionSO)
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{
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return $"../Data/ScenePartition/{scenePartitionSO.name}";
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}
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public static string GetScenePath(ScenePartitionSO scenePartitionSO)
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{
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string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.SceneAsset);
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@ -26,26 +31,26 @@ namespace VertexColor.ScenePartition.Editor
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return scenePath;
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}
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public static SortedSet<long> FindDeeplyLinkedObjects(SortedList<long, ScenePartition> scenePartitions, long partitionId)
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public static SortedSet<ulong> FindDeeplyLinkedObjects(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId)
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{
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SortedSet<long> linkedObjects = new SortedSet<long>();
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SortedSet<ulong> linkedObjects = new SortedSet<ulong>();
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FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
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return linkedObjects;
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}
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<long, ScenePartition> scenePartitions, long partitionId, SortedSet<long> linkedObjects)
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<ulong, ScenePartition> scenePartitions, ulong partitionId, SortedSet<ulong> linkedObjects)
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{
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if (linkedObjects.Contains(partitionId)) return;
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if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
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linkedObjects.Add(partitionId);
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foreach (long reference in partition.references)
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foreach (ulong reference in partition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
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if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
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{
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foreach (long subReference in referencedPartition.references)
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foreach (ulong subReference in referencedPartition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
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}
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