generated from max/template-unity-project
	ScenePartitionObject
- Loading - Partial loading - Saving
This commit is contained in:
		
							
								
								
									
										70
									
								
								Editor/ScenePartition.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										70
									
								
								Editor/ScenePartition.cs
									
									
									
									
									
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							@@ -0,0 +1,70 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Text.RegularExpressions;
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namespace VertexColor.ScenePartition.Editor
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{
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    public class SceneIdComparer : IComparer<ScenePartition>
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    {
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        public int Compare(ScenePartition x, ScenePartition y)
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        {
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            if (x.id == y.id)
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            {
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                return 0;
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            }
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            if (x.id < y.id)
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            {
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                return -1;
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            }
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            return 1;
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        }
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    }
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    [System.Serializable]
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    public class ScenePartition
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    {
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        public uint id = 0;
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        public string filePath = null;
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        public string[] data = null;
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        public HashSet<uint> references = new HashSet<uint>();
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        public ScenePartition(string filePath)
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        {
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            this.filePath = filePath;
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            data = File.ReadAllLines(filePath);
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            if (data == null || data.Length == 0) return;
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            {   // Get id.
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                string pattern = @"&(\d+)";
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                // Find all matches using regex
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                Match match = Regex.Match(data[0], pattern);
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                if (!match.Success) return;
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                if (!uint.TryParse(match.Groups[1].Value, out id)) return;
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            }
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            {   // Get references.
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                string pattern = @"fileID:\s(\d+)";
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                for (int i = 0; i < data.Length; i++)
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                {
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                    // Find the match using regex
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                    Match match = Regex.Match(data[i], pattern);
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                    if (!match.Success) continue;
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                    if (uint.TryParse(match.Groups[1].Value, out uint fileNumber))
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                    {
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                        if (fileNumber == 0) continue; // 0 == nothing.
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                        references.Add(fileNumber);
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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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										11
									
								
								Editor/ScenePartition.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								Editor/ScenePartition.cs.meta
									
									
									
									
									
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							@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 002f02333c6d0b844bff6ab0266ad686
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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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@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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@@ -13,11 +12,13 @@ namespace VertexColor.ScenePartition.Editor
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    {
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        [field: SerializeField]
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        public SceneAsset sceneAsset { get; private set; } = null;
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        public string sceneName { get; private set; } = "";
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        public string sceneName => sceneAsset == null ? name : sceneAsset.name;
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        public bool hasLoadedPartitions => (loadedPartitions != null && loadedPartitions.Count > 0);
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        [SerializeField]
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        private List<string> loadedPartitions = null; // Should not be serialized, this would be local data only.
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        public bool hasCreatedPartitions => scenePartitions != null && scenePartitions.Count > 0;
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        public SortedList<uint, ScenePartition> scenePartitions = null;
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        public bool hasLoadedPartitions => loadedScenePartitions != null && loadedScenePartitions.Count > 0;
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        public SortedList<uint, ScenePartition> loadedScenePartitions = null;
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        public void CreateScene()
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        {
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@@ -29,34 +30,72 @@ namespace VertexColor.ScenePartition.Editor
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            EditorSceneManager.SaveScene(scene, scenePath);
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            AssetDatabase.Refresh();
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            sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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            AssetDatabase.SaveAssets();
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            AssetDatabase.Refresh();
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        }
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        /// <summary>
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        /// Load partitions from disk and construct the scene file.
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        /// </summary>
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        public void LoadAll()
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        {
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            CreateScenePartitions();
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            SortedSet<uint> ids = new SortedSet<uint>(scenePartitions.Keys);
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            LoadScenePartitions(ids);
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        }
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        private void CreateScenePartitions()
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        {
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            string dataPath = ScenePartitionUtils.GetDataPath(this);
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            string[] files = Directory.GetFiles(dataPath);
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            scenePartitions = new SortedList<uint, ScenePartition>();
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            for (int i = 0; i < files.Length; i++)
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            {
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                ScenePartition scenePartition = new ScenePartition(files[i]);
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                scenePartitions.Add(scenePartition.id, scenePartition);
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            }
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        }
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        private void LoadScenePartitions(SortedSet<uint> partitionIds)
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        {
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            if (!hasCreatedPartitions) return;
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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> files = Directory.GetFiles(dataPath).ToList();
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            files.Sort();
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            for (int i = 0; i < files.Count; i++)
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            loadedScenePartitions = new SortedList<uint, ScenePartition>();
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            // Add the header.
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            partitionIds.Add(0);
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            // Create scene data.
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            foreach (uint id in partitionIds)
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            {
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                data.AddRange(File.ReadAllLines(files[i]));
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                ScenePartition p = scenePartitions[id];
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                data.AddRange(p.data);
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                loadedScenePartitions.Add(p.id, p);
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            }
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            // Create scene.
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            File.WriteAllLines(scenePath, data);
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            loadedPartitions.AddRange(files);
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            AssetDatabase.Refresh();
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        }
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        /// <summary>
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        /// Convert scene to partitions and save them to disk.
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        /// </summary>
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        public void SaveAll()
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        {
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            if (!hasLoadedPartitions) return;
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            if (!hasCreatedPartitions) return;
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            DeleteLoadedPartitions();
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            DeleteLoadedPartitions(); // Delete the loaded partitions from disk so we can write the new ones.
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            string dataPath = ScenePartitionUtils.GetDataPath(this);
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            string scenePath = ScenePartitionUtils.GetScenePath(this);
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@@ -78,8 +117,13 @@ namespace VertexColor.ScenePartition.Editor
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            }
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            File.WriteAllLines($"{dataPath}/{sceneName}.yaml", data[0..lastIndex]);
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            LoadAll(); // Reload.
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        }
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        /// <summary>
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        /// Empty the scene and save it (so it has no changes in source control).
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        /// </summary>
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        public void Unload()
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        {
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            string dataPath = ScenePartitionUtils.GetDataPath(this);
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@@ -91,36 +135,45 @@ namespace VertexColor.ScenePartition.Editor
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            for (int i = gameObjects.Length - 1; i >= 0; i--)
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            {
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                Object.DestroyImmediate(gameObjects[i]);
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                DestroyImmediate(gameObjects[i]);
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            }
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            EditorSceneManager.SaveScene(scene);
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            loadedPartitions.Clear();
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            scenePartitions.Clear();
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            AssetDatabase.Refresh();
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        }
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        private void DeleteLoadedPartitions()
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        {
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            if (loadedPartitions == null) return;
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            if (!hasCreatedPartitions) return;
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            for (int i = loadedPartitions.Count - 1; i >= 0; i--)
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            foreach (KeyValuePair<uint, ScenePartition> scenePartition in scenePartitions)
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            {
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                if (!File.Exists(loadedPartitions[i])) continue;
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                if (!File.Exists(scenePartition.Value.filePath)) continue;
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                File.Delete(loadedPartitions[i]);
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                File.Delete(scenePartition.Value.filePath);
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            }
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            loadedPartitions.Clear();
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            scenePartitions.Clear();
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        }
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        private void OnValidate()
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        public void LoadPartitions(uint[] ids)
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        {
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            if (string.IsNullOrWhiteSpace(sceneName) && sceneAsset != null)
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            SortedSet<uint> partitionIds = new SortedSet<uint>();
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            for (int i = 0; i < ids.Length; i++)
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            {
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                sceneName = sceneAsset.name;
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            }
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                SortedSet<uint> connections = ScenePartitionUtils.FindDeeplyLinkedObjects(scenePartitions, ids[i]);
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                foreach (uint c in connections)
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                {
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                    partitionIds.Add(c);
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                }
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            }
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            LoadScenePartitions(partitionIds);
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        }
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    }
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}
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@@ -1,15 +1,19 @@
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using UnityEngine;
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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(ScenePartitionSO))]
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    public class ScenePartitionSOEditor : UnityEditor.Editor
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    {
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        private int id = 0;
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        public override void OnInspectorGUI()
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        {
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            ScenePartitionSO scenePartitionSO = (target as ScenePartitionSO);
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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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@@ -30,7 +34,7 @@ namespace VertexColor.ScenePartition.Editor
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                    scenePartitionSO.LoadAll();
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                }
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                if (scenePartitionSO.hasLoadedPartitions)
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                if (scenePartitionSO.hasCreatedPartitions)
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                {
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                    if (GUILayout.Button("Save All"))
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                    {
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@@ -43,17 +47,60 @@ namespace VertexColor.ScenePartition.Editor
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                    scenePartitionSO.Unload();
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                }
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                EditorGUILayout.Space();
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                if (GUILayout.Button("Open Scene Data Folder"))
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                {
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                    EditorUtility.RevealInFinder(ScenePartitionUtils.GetDataPath(scenePartitionSO));
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                }
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                EditorGUILayout.Space();
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                id = EditorGUILayout.IntField("id", id);
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                if (GUILayout.Button("Test Load"))
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                {
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                    scenePartitionSO.LoadPartitions(new uint[1] { (uint)id });
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                }
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            }
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            EditorGUILayout.Space();
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            using (new EditorGUI.DisabledGroupScope(true))
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            {
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                DrawDefaultInspector();
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                if (scenePartitionSO.hasCreatedPartitions)
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                {
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                    EditorGUILayout.LabelField($"scenePartitions");
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                    foreach (System.Collections.Generic.KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionSO.scenePartitions)
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                    {
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                        EditorGUILayout.IntField((int)scenePartition.Value.id);
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                        EditorGUI.indentLevel++;
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                        foreach (var reference in scenePartition.Value.references)
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                        {
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                            EditorGUILayout.IntField((int)reference);
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                        }
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                        EditorGUI.indentLevel--;
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                    }
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                }
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                EditorGUILayout.Space();
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                if (scenePartitionSO.hasLoadedPartitions)
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                {
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                    EditorGUILayout.LabelField($"loadedScenePartitions");
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                    foreach (System.Collections.Generic.KeyValuePair<uint, ScenePartition> scenePartition in scenePartitionSO.loadedScenePartitions)
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                    {
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                        EditorGUILayout.IntField((int)scenePartition.Value.id);
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                        EditorGUI.indentLevel++;
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                        foreach (var reference in scenePartition.Value.references)
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                        {
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                            EditorGUILayout.IntField((int)reference);
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                        }
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                        EditorGUI.indentLevel--;
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                    }
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                }
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            }
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        }
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    }
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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@@ -24,5 +25,32 @@ namespace VertexColor.ScenePartition.Editor
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            return scenePath;
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        }
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        public static SortedSet<uint> FindDeeplyLinkedObjects(SortedList<uint, ScenePartition> scenePartitions, uint partitionId)
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        {
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            SortedSet<uint> linkedObjects = new SortedSet<uint>();
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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<uint, ScenePartition> scenePartitions, uint partitionId, SortedSet<uint> 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 (uint 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 (uint subReference in referencedPartition.references)
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                    {
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                        FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
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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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