generated from max/template-unity-project
Basic split saving and loading of scene files
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94
Editor/ScenePartitionUtils.cs
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94
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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