Beispiel #1
0
        private void loadEditorLog()
        {
            m_newBuildReady = false;

            m_ProjectFolderList.Clear();
            m_BuildLog = AHHelper.AnalyzeBuildLog();

            if (m_BuildLog.IsEmpty())
            {
                m_BuildLogLoaded = false;
                return;
            }
            else
            {
                m_BuildLogLoaded = true;
            }


            List <string> usedPrefabsInScenes = AHReader.GetPrefabsFromSceneFiles(AHHelper.GetEnabledSceneNamesInBuild(), out m_assetSceneDependencies);

            m_BuildLog.AddPrefabs(usedPrefabsInScenes);
            m_BuildLog.AddPlatformSpecificAssets();
            m_BuildLog.SortUsed();

            AHHelper.PopulateUnusedList(m_BuildLog, m_unusedTypeDict);

            refreshUnusedAssets();
        }
Beispiel #2
0
 private void GetSceneInfo()
 {
     m_allScenesInProject               = AHHelper.GetAllSceneNames().ToList <string>();
     m_allScenesInBuildSettings         = AHHelper.GetAllSceneNamesInBuild().ToList <string>();
     m_allEnabledScenesInBuildSettings  = AHHelper.GetEnabledSceneNamesInBuild().ToList <string>();
     m_allDisabledScenesInBuildSettings = SubtractSceneArrays(m_allScenesInBuildSettings, m_allEnabledScenesInBuildSettings);
     m_allUnreferencedScenes            = SubtractSceneArrays(m_allScenesInProject, m_allScenesInBuildSettings);
 }