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https://github.com/maxartz15/Validator.git
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Changed naming and tabs
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15808ce035
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@ -16,7 +16,7 @@ namespace Validator.Editor
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{
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Report report = new Report(nameof(RequiredAttributeAssetValidator));
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List<Object> objects = AssetValidator.FindAssetsByType<Object>();
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List<Object> objects = ValidatableAssetValidator.FindAssetsByType<Object>();
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for (int i = 0; i < objects.Count; i++)
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{
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@ -52,7 +52,7 @@ namespace Validator.Editor
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{
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Report report = new Report(nameof(RequiredAttributeSceneValidator));
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List<MonoBehaviour> objects = SceneValidator.FindAllObjectsOfType<MonoBehaviour>();
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List<MonoBehaviour> objects = ValidatableSceneValidator.FindAllObjectsOfType<MonoBehaviour>();
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for (int i = 0; i < objects.Count; i++)
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{
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@ -1,57 +0,0 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Validator.Editor
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{
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public class SceneValidator : IValidator
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{
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public string MenuName => nameof(SceneValidator);
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public Report Validate()
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{
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Report report = new Report(nameof(SceneValidator));
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List<IValidatable> objects = FindAllObjectsOfType<IValidatable>();
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for (int i = 0; i < objects.Count; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "Validate...", (float)i / objects.Count);
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objects[i].Validate(report);
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}
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EditorUtility.ClearProgressBar();
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return report;
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}
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private static List<GameObject> GetAllRootGameObjects()
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{
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List<GameObject> gameObjects = new List<GameObject>();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "GetAllRootGameObjects...", (float)i / SceneManager.sceneCount);
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gameObjects.AddRange(SceneManager.GetSceneAt(i).GetRootGameObjects());
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}
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EditorUtility.ClearProgressBar();
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return gameObjects;
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}
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public static List<T> FindAllObjectsOfType<T>()
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{
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List<T> objects = new List<T>();
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List<GameObject> gameObjects = GetAllRootGameObjects();
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for (int i = 0; i < gameObjects.Count; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "FindAllObjectsOfType...", (float)i / gameObjects.Count);
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objects.AddRange(gameObjects[i].GetComponentsInChildren<T>(true));
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}
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EditorUtility.ClearProgressBar();
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return objects;
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}
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}
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}
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@ -4,13 +4,13 @@ using UnityEngine;
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namespace Validator.Editor
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{
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public class AssetValidator : IValidator
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public class ValidatableAssetValidator : IValidator
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{
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public string MenuName => nameof(AssetValidator);
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public string MenuName => nameof(ValidatableAssetValidator);
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public Report Validate()
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{
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Report report = new Report(nameof(AssetValidator));
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Report report = new Report(nameof(ValidatableAssetValidator));
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List<Object> objects = FindAssetsByType<Object>();
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for (int i = 0; i < objects.Count; i++)
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57
Editor/Validators/ValidatableSceneValidator.cs
Normal file
57
Editor/Validators/ValidatableSceneValidator.cs
Normal file
@ -0,0 +1,57 @@
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Validator.Editor
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{
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public class ValidatableSceneValidator : IValidator
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{
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public string MenuName => nameof(ValidatableSceneValidator);
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public Report Validate()
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{
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Report report = new Report(nameof(ValidatableSceneValidator));
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List<IValidatable> objects = FindAllObjectsOfType<IValidatable>();
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for (int i = 0; i < objects.Count; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "Validate...", (float)i / objects.Count);
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objects[i].Validate(report);
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}
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EditorUtility.ClearProgressBar();
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return report;
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}
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private static List<GameObject> GetAllRootGameObjects()
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{
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List<GameObject> gameObjects = new List<GameObject>();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "GetAllRootGameObjects...", (float)i / SceneManager.sceneCount);
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gameObjects.AddRange(SceneManager.GetSceneAt(i).GetRootGameObjects());
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}
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EditorUtility.ClearProgressBar();
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return gameObjects;
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}
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public static List<T> FindAllObjectsOfType<T>()
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{
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List<T> objects = new List<T>();
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List<GameObject> gameObjects = GetAllRootGameObjects();
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for (int i = 0; i < gameObjects.Count; i++)
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{
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EditorUtility.DisplayProgressBar("SceneValidator", "FindAllObjectsOfType...", (float)i / gameObjects.Count);
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objects.AddRange(gameObjects[i].GetComponentsInChildren<T>(true));
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}
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EditorUtility.ClearProgressBar();
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return objects;
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}
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}
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}
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