Beispiel #1
0
        private static void ProcessSceneForProjectLevelReferences(string path, List <TreeConjunction> conjunctions)
        {
            var openSceneResult = CSSceneTools.OpenScene(path);

            if (!openSceneResult.success)
            {
                Debug.LogWarning(Maintainer.ConstructWarning("Can't open scene " + path));
                return;
            }

            SceneSettingsProcessor.Process(conjunctions);

            EntryFinder.currentLocation = Location.SceneGameObject;
            CSTraverseTools.TraverseSceneGameObjects(openSceneResult.scene, true, false, EntryFinder.OnGameObjectTraverse);

            CSSceneTools.CloseOpenedSceneIfNeeded(openSceneResult);
        }
        private static void ProcessScene()
        {
            var path            = assetConjunctions.asset.Path;
            var openSceneResult = CSSceneTools.OpenScene(path);

            if (!openSceneResult.success)
            {
                Debug.LogWarning(Maintainer.ConstructWarning("Can't open scene " + path));
                return;
            }

            SceneSettingsProcessor.Process(assetConjunctions.conjunctions);

            currentLocation = Location.SceneGameObject;
            CSTraverseTools.TraverseSceneGameObjects(openSceneResult.scene, true, OnGameObjectTraverse);

            CSSceneTools.CloseOpenedSceneIfNeeded(openSceneResult);
        }
Beispiel #3
0
        private static void ProcessScene(AssetInfo asset, string assetName, int sceneIndex, int totalScenes)
        {
            currentObjectIndex = 0;
            itemIndex          = sceneIndex;
            totalItems         = totalScenes;

            currentAssetName = assetName;

            var openSceneResult = CSSceneTools.OpenScene(asset.Path);

            if (!openSceneResult.success)
            {
                Debug.LogWarning(Maintainer.ConstructWarning("Can't open scene " + asset.Path));
                return;
            }

            var skipCleanPrefabInstances = ProjectSettings.Issues.scanGameObjects && ProjectSettings.Issues.lookInAssets;

            IssuesDetector.SceneStart(asset);
            CSTraverseTools.TraverseSceneGameObjects(openSceneResult.scene, skipCleanPrefabInstances, false, OnGameObjectTraverse);
            IssuesDetector.SceneEnd(asset);

            CSSceneTools.CloseOpenedSceneIfNeeded(openSceneResult);
        }