generated from max/template-unity-project
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@ -163,11 +163,7 @@ public void Save()
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if (match.Success)
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{
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// Modify scene data.
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// Optional: ClearRootOrderProperty.
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ClearRootOrderProperty(ref sceneData, i, lastIndex);
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// Extract the file number.
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// Extract the file number
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string id = match.Groups[1].Value;
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// Write data to disk.
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@ -386,47 +382,5 @@ public void ClearCache()
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{
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data = null;
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}
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/// <summary>
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/// Sets the m_RootOrder property to '0' on all transforms and prefab transform modifications.
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/// The property changes every time you add/remove something in the scene for each object underneat it in the hierarchy.
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/// This results in a lot of changes in source control that might cause conficts, and we don't want that.
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/// This does however change the scene hierarchy order, so if things are order dependent this will break it.
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/// </summary>
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private void ClearRootOrderProperty(ref string[] data, int i, int lastIndex)
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{
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using (new ProfilerUtility.ProfilerScope($"{nameof(ClearRootOrderProperty)}"))
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{
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const string prefabHeaderPattern = "--- !u!1001 &";
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const string transformHeaderPattern = "--- !u!4 &";
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const string prefabRootOrderPropertyPattern = " propertyPath: m_RootOrder";
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const string transformRootOrderPropertyPattern = " m_RootOrder:";
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const string numberPattern = @"[\d-]";
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// If object is a Prefab.
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if (data[i].StartsWith(prefabHeaderPattern))
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{
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for (int j = i; j < lastIndex; j++)
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{
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if (!data[j].StartsWith(prefabRootOrderPropertyPattern)) continue;
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data[j + 1] = Regex.Replace(data[j + 1], numberPattern, "0");
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return;
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}
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}
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// If object is a Transform.
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else if (data[i].StartsWith(transformHeaderPattern))
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{
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// Reverse loop since property is usually at the bottom of the transform component.
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for (int j = lastIndex - 1; j >= 0; j--)
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{
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if (!data[j].StartsWith(transformRootOrderPropertyPattern)) continue;
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data[j] = Regex.Replace(data[j], numberPattern, "0");
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return;
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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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