generated from max/template-unity-project
Basic split saving and loading of scene files
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8
Editor.meta
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Editor.meta
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24
Editor/ScenePartitionSO.cs
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Editor/ScenePartitionSO.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
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{
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[CreateAssetMenu(fileName = "Scene", menuName = "Max/ScenePartitionSO")]
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public class ScenePartitionSO : ScriptableObject
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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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private List<string> loadedPartitions = new List<string>();
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private void OnValidate()
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{
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if (string.IsNullOrWhiteSpace(sceneName) && sceneAsset != null)
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{
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sceneName= sceneAsset.name;
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}
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}
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}
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}
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11
Editor/ScenePartitionSO.cs.meta
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Editor/ScenePartitionSO.cs.meta
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48
Editor/ScenePartitionSOEditor.cs
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Editor/ScenePartitionSOEditor.cs
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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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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//SerializedProperty property;
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void OnEnable()
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{
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//property = serializedObject.FindProperty("myProperty");
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}
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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ScenePartitionSO scenePartitionSO = (target as ScenePartitionSO);
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serializedObject.Update();
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//EditorGUILayout.PropertyField(property);
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serializedObject.ApplyModifiedProperties();
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if (GUILayout.Button("Load"))
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{
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ScenePartitionUtils.Load(scenePartitionSO);
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}
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if (GUILayout.Button("Save"))
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{
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ScenePartitionUtils.Save(scenePartitionSO);
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}
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if (GUILayout.Button("Unload"))
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{
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ScenePartitionUtils.Unload(scenePartitionSO);
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}
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if(GUILayout.Button("Open Scene Data"))
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{
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EditorUtility.RevealInFinder(ScenePartitionUtils.GetDataPath(scenePartitionSO));
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}
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}
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}
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}
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Editor/ScenePartitionSOEditor.cs.meta
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Editor/ScenePartitionSOEditor.cs.meta
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94
Editor/ScenePartitionUtils.cs
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Editor/ScenePartitionUtils.cs
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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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using UnityEngine.SceneManagement;
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namespace VertexColor.ScenePartition.Editor
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{
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public static class ScenePartitionUtils
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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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if (!Directory.Exists(dataPath))
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{
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Directory.CreateDirectory(dataPath);
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}
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return dataPath;
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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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return scenePath;
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}
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public static void Load(ScenePartitionSO scenePartitionSO)
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{
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string dataPath = GetDataPath(scenePartitionSO);
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string scenePath = GetScenePath(scenePartitionSO);
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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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{
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data.AddRange(File.ReadAllLines(files[i]));
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}
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File.WriteAllLines(scenePath, data);
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AssetDatabase.Refresh();
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}
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public static void Save(ScenePartitionSO scenePartitionSO)
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{
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string dataPath = GetDataPath(scenePartitionSO);
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string scenePath = GetScenePath(scenePartitionSO);
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string[] data = File.ReadAllLines(scenePath);
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int lastIndex = data.Length;
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for (int i = data.Length - 1; i >= 0; i--)
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{
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if (data[i].StartsWith("---")) // --- is the start of a new yaml document.
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{
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int idStartIndex = data[i].IndexOf(" &") + 2; // & is the start of the object id.
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int idLength = data[i].Length;
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File.WriteAllLines($"{dataPath}/{scenePartitionSO.sceneName}-{data[i][idStartIndex..idLength]}.yaml", data[i..lastIndex]);
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lastIndex = i;
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}
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}
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File.WriteAllLines($"{dataPath}/{scenePartitionSO.sceneName}.yaml", data[0..lastIndex]);
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}
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public static void Unload(ScenePartitionSO scenePartitionSO)
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{
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string dataPath = GetDataPath(scenePartitionSO);
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string scenePath = GetScenePath(scenePartitionSO);
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Scene scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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GameObject[] gameObjects = scene.GetRootGameObjects();
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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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}
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EditorSceneManager.SaveScene(scene);
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AssetDatabase.Refresh();
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}
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}
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}
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11
Editor/ScenePartitionUtils.cs.meta
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11
Editor/ScenePartitionUtils.cs.meta
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18
Editor/VertexColor.ScenePartition.Editor.asmdef
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Editor/VertexColor.ScenePartition.Editor.asmdef
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{
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"name": "VertexColor.ScenePartition.Editor",
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"rootNamespace": "VertexColor.ScenePartition.Editor",
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Editor/VertexColor.ScenePartition.Editor.asmdef.meta
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LICENSE.meta
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README.md.meta
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Runtime.meta
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Runtime.meta
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14
Runtime/VertexColor.ScenePartition.asmdef
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Runtime/VertexColor.ScenePartition.asmdef
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{
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"name": "VertexColor.ScenePartition",
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"rootNamespace": "VertexColor.ScenePartition",
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Runtime/VertexColor.ScenePartition.asmdef.meta
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18
package.json
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package.json
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{
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"name": "com.vertexcolor.scenepartition",
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"displayName": "ScenePartition",
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"version": "0.1.4",
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"unity": "2019.3",
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"description": "Unity scene partition framework.",
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"category": "Tool",
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"type": "tool",
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"license": "MIT",
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"author": {
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"name": "Max Kruf",
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"email": "info@maxartz15.com",
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"url": "https://www.maxartz15.com"
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},
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"keywords": [
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"Scene Partition"
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]
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}
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7
package.json.meta
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