generated from max/template-unity-project
Saving & unloading
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@ -1,8 +1,12 @@
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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
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namespace VertexColor.ScenePartition.Editor
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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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@ -11,7 +15,105 @@ public class ScenePartitionSO : ScriptableObject
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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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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 void CreateScene()
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{
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if (sceneAsset != null) return;
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string scenePath = Path.Combine(AssetDatabase.GetAssetPath(this), $"../{this.name}.unity");
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Scene scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
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EditorSceneManager.SaveScene(scene, scenePath);
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AssetDatabase.Refresh();
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}
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public void LoadAll()
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{
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string dataPath = ScenePartitionUtils.GetDataPath(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> 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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loadedPartitions.AddRange(files);
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AssetDatabase.Refresh();
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}
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public void SaveAll()
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{
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if (!hasLoadedPartitions) return;
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DeleteLoadedPartitions();
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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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}/{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}/{sceneName}.yaml", data[0..lastIndex]);
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}
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public void Unload()
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{
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string dataPath = ScenePartitionUtils.GetDataPath(this);
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string scenePath = ScenePartitionUtils.GetScenePath(this);
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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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loadedPartitions.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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for (int i = loadedPartitions.Count - 1; i >= 0; i--)
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{
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if (!File.Exists(loadedPartitions[i])) continue;
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File.Delete(loadedPartitions[i]);
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}
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loadedPartitions.Clear();
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}
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private void OnValidate()
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{
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@ -1,48 +1,60 @@
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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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//EditorGUILayout.PropertyField(sceneAssetProperty);
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serializedObject.ApplyModifiedProperties();
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if (GUILayout.Button("Load"))
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EditorGUILayout.Space();
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if(scenePartitionSO.sceneAsset == null)
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{
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ScenePartitionUtils.Load(scenePartitionSO);
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if (GUILayout.Button("Create Scene"))
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{
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scenePartitionSO.CreateScene();
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}
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}
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else
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{
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if (GUILayout.Button("Load All"))
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{
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scenePartitionSO.LoadAll();
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}
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if (GUILayout.Button("Save"))
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if (scenePartitionSO.hasLoadedPartitions)
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{
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ScenePartitionUtils.Save(scenePartitionSO);
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if (GUILayout.Button("Save All"))
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{
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scenePartitionSO.SaveAll();
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}
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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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scenePartitionSO.Unload();
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}
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if(GUILayout.Button("Open Scene Data"))
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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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}
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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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}
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}
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}
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}
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@ -1,10 +1,6 @@
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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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@ -28,67 +24,5 @@ public static string GetScenePath(ScenePartitionSO scenePartitionSO)
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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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