generated from max/template-unity-project
max
b6f9052cff
- Worked on serialization issues (some string data doesn't get correctly formatted, but was also not needed, so removed the data part from ScenePartition) - Moved some files to runtime (wip)
56 lines
2.0 KiB
C#
56 lines
2.0 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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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 SortedSet<uint> FindDeeplyLinkedObjects(SortedList<uint, ScenePartition> scenePartitions, uint partitionId)
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{
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SortedSet<uint> linkedObjects = new SortedSet<uint>();
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FindDeeplyLinkedObjectsRecursive(scenePartitions, partitionId, linkedObjects);
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return linkedObjects;
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}
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private static void FindDeeplyLinkedObjectsRecursive(SortedList<uint, ScenePartition> scenePartitions, uint partitionId, SortedSet<uint> linkedObjects)
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{
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if (linkedObjects.Contains(partitionId)) return;
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if (!scenePartitions.TryGetValue(partitionId, out ScenePartition partition)) return;
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linkedObjects.Add(partitionId);
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foreach (uint reference in partition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, reference, linkedObjects);
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if (scenePartitions.TryGetValue(reference, out ScenePartition referencedPartition))
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{
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foreach (uint subReference in referencedPartition.references)
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{
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FindDeeplyLinkedObjectsRecursive(scenePartitions, subReference, linkedObjects);
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}
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}
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}
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}
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}
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} |