generated from max/template-unity-project
ScenePartitionSS Saving
And added reload function to reload previously/currently loaded partitions.
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@ -17,15 +17,16 @@ public class ScenePartitionSO : ScriptableObject
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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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public ScenePartitionData Data
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{
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{
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get
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get
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{
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{
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scenePartitionData ??= ScenePartitionSS.instance.GetScenePartitionData(this);
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// Load data from the ScriptableSingleton.
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return scenePartitionData;
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data ??= ScenePartitionSS.instance.GetScenePartitionData(this);
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return data;
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}
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}
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}
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}
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private ScenePartitionData scenePartitionData = null;
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private ScenePartitionData data = 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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@ -52,38 +53,47 @@ public void CreateScene()
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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>(Data.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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/// <summary>
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/// Load already/previously loaded partitions.
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/// </summary>
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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<uint>(Data.LoadedScenePartitions.Keys));
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}
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private void CreateScenePartitions()
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private void CreateScenePartitions()
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{
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{
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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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Data.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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Data.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 (!Data.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> sceneData = new List<string>();
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ScenePartitionData.LoadedScenePartitions.Clear();
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Data.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 (Data.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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@ -92,13 +102,13 @@ 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 = Data.ScenePartitions[id];
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data.AddRange(File.ReadAllLines(p.filePath));
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sceneData.AddRange(File.ReadAllLines(p.filePath));
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ScenePartitionData.LoadedScenePartitions.Add(p.id, p);
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Data.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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File.WriteAllLines(scenePath, data);
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File.WriteAllLines(scenePath, sceneData);
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AssetDatabase.Refresh();
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AssetDatabase.Refresh();
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}
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}
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@ -115,15 +125,15 @@ public void Save()
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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// Read the data from the scene file.
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// Read the data from the scene file.
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string[] data = File.ReadAllLines(scenePath);
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string[] sceneData = File.ReadAllLines(scenePath);
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// Split it into blocks.
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// Split it into blocks.
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int lastIndex = data.Length;
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int lastIndex = sceneData.Length;
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for (int i = data.Length - 1; i >= 0; i--)
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for (int i = sceneData.Length - 1; i >= 0; i--)
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{
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{
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if (data[i].StartsWith("---")) // --- is the start of a new yaml document.
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if (sceneData[i].StartsWith("---")) // --- is the start of a new yaml document.
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{
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{
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Match match = Regex.Match(data[i], pattern);
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Match match = Regex.Match(sceneData[i], pattern);
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if (match.Success)
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if (match.Success)
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{
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{
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@ -131,7 +141,7 @@ public void Save()
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string id = match.Groups[1].Value;
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string id = match.Groups[1].Value;
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// Write data to disk.
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// Write data to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", data[i..lastIndex]);
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File.WriteAllLines($"{dataPath}/{SceneName}-{id}.yaml", sceneData[i..lastIndex]);
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}
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}
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lastIndex = i;
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lastIndex = i;
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@ -139,7 +149,7 @@ public void Save()
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}
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}
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// Write header to disk.
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// Write header to disk.
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File.WriteAllLines($"{dataPath}/{SceneName}.yaml", data[0..lastIndex]);
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File.WriteAllLines($"{dataPath}/{SceneName}.yaml", sceneData[0..lastIndex]);
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}
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}
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/// <summary>
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/// <summary>
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@ -161,16 +171,16 @@ public void Unload()
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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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Data.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.HasLoadedPartitions) return;
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if (!Data.HasLoadedPartitions) return;
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in ScenePartitionData.LoadedScenePartitions)
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foreach (KeyValuePair<uint, ScenePartition> scenePartition in Data.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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@ -184,7 +194,7 @@ 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(Data.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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@ -34,6 +34,11 @@ public override void OnInspectorGUI()
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scenePartitionSO.LoadAll();
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scenePartitionSO.LoadAll();
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}
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}
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if (GUILayout.Button("Reload"))
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{
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scenePartitionSO.Reload();
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}
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if (GUILayout.Button("Save"))
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if (GUILayout.Button("Save"))
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{
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{
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scenePartitionSO.Save();
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scenePartitionSO.Save();
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@ -3,7 +3,12 @@
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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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[FilePath("ScenePartition/SceneDataCache.asset", FilePathAttribute.Location.ProjectFolder)]
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/// <summary>
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/// Local cache/data container.
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/// Hold loaded data, calculated data, cache data, state data.
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/// This data is persistent though editor sessions and recompiles, is stored in the project folder.
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/// </summary>
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[FilePath("Library/ScenePartition/SceneDataCache.asset", FilePathAttribute.Location.ProjectFolder)]
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public class ScenePartitionSS : ScriptableSingleton<ScenePartitionSS>
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public class ScenePartitionSS : ScriptableSingleton<ScenePartitionSS>
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{
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{
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public SceneDataCache SceneDataCache => sceneDataCache;
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public SceneDataCache SceneDataCache => sceneDataCache;
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@ -21,6 +26,11 @@ public ScenePartitionData GetScenePartitionData(ScenePartitionSO scenePartitionS
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return scenePartitionData;
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return scenePartitionData;
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}
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}
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private void OnDisable()
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{
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Save(true);
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}
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}
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}
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[System.Serializable]
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[System.Serializable]
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