using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; namespace VertexColor.ScenePartition.Editor { public static class ScenePartitionUtils { public static string GetDataPath(ScenePartitionSO scenePartitionSO) { string dataPath = Path.Combine(Application.dataPath, GetRelativeFilePath(scenePartitionSO)); if (!Directory.Exists(dataPath)) { Directory.CreateDirectory(dataPath); } return dataPath; } public static string GetRelativeFilePath(ScenePartitionSO scenePartitionSO) { return $"../Data/ScenePartition/{scenePartitionSO.name}"; } public static string GetScenePath(ScenePartitionSO scenePartitionSO) { string scenePath = AssetDatabase.GetAssetOrScenePath(scenePartitionSO.SceneAsset); return scenePath; } public static SortedSet FindDeeplyLinkedObjects(SortedList scenePartitions, ulong partitionId) { using (new ProfilerUtility.ProfilerScope($"{nameof(FindDeeplyLinkedObjects)}")) { SortedSet linkedObjects = new SortedSet(); FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects); return linkedObjects; } } private static void FindDeeplyLinkedObjectsRecursive(SortedList scenePartitions, ulong partitionId, SortedSet linkedObjects) { if (linkedObjects.Contains(partitionId)) return; if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return; linkedObjects.Add(partitionId); foreach (ulong reference in partition.references) { FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects); if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition)) { foreach (ulong subReference in referencedPartition.references) { FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects); } } } } public static bool TryGetScenePartitionSOForActiveScene(out ScenePartitionSO scenePartitionSO) { using (new ProfilerUtility.ProfilerScope($"{nameof(TryGetScenePartitionSOForActiveScene)}")) { scenePartitionSO = null; UnityEngine.SceneManagement.Scene activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); if (activeScene == null) return false; string filter = $"t:{nameof(ScenePartitionSO)}"; string[] assets = AssetDatabase.FindAssets(filter); if (assets == null || assets.Length <= 0) return false; for (int i = 0; i < assets.Length; i++) { string path = AssetDatabase.GUIDToAssetPath(assets[i]); ScenePartitionSO scenePartition = AssetDatabase.LoadAssetAtPath(path); if (scenePartition == null) continue; if (scenePartition.SceneName == activeScene.name) { scenePartitionSO = scenePartition; return true; } } return false; } } } }