Ejemplo n.º 1
0
        public void Setup()
        {
            _coreCache = new ClassTypeCache();
            _coreCache.AddTypeWithAttribute <Monobehavior2, ValidateAttribute>();
            _logger = new AssetValidatorLogger();

            _sValidatorManager = new ActiveSceneValidatorManager(_coreCache, _logger);
        }
        public void Setup()
        {
            _coreCache = new ClassTypeCache();
            _coreCache.AddTypeWithAttribute <MonoBehaviourTwo, ValidateAttribute>();
            _logCache = new LogCache();

            _sValidatorManager = new ActiveSceneValidatorManager(_coreCache, _logCache);
        }
        public void Run()
        {
            if (_projectAssetValidatorManager != null)
            {
                _projectAssetValidatorManager.Search();
                _projectAssetValidatorManager.ValidateAll();
            }

            while (HasScenesToSearch())
            {
                _currentScenePath = _scenePaths[_sceneProgress];

                // Only load the next scene if we are not already in it
                if (EditorSceneManager.GetActiveScene().path != _currentScenePath)
                {
                    EditorSceneManager.OpenScene(_currentScenePath);
                }

                using (var activeSceneManager = new ActiveSceneValidatorManager(_cache, _logger))
                {
                    activeSceneManager.Search();
                    activeSceneManager.ValidateAll();
                }

                if (_crossSceneValidatorManager != null)
                {
                    _crossSceneValidatorManager.Search();
                }

                ++_sceneProgress;
            }

            if (_crossSceneValidatorManager != null)
            {
                _crossSceneValidatorManager.ValidateAll();
            }
        }
        private void ContinueSceneValidation()
        {
            if (!HasScenesToSearch())
            {
                if (_crossSceneValidatorManager == null)
                {
                    return;
                }

                _runningState = RunningState.CrossSceneState;

                if (_crossSceneValidatorManager.ContinueValidation())
                {
                    if (AssetValidatorUtility.IsDebugging)
                    {
                        Debug.LogFormat("Progress: {0:P2}% for validating cross scene information",
                                        _crossSceneValidatorManager.GetProgress());
                    }
                }
                else
                {
                    if (AssetValidatorUtility.IsDebugging)
                    {
                        Debug.LogFormat("CrossSceneValidatorManager has completed validating information gathered across all targeted Scene(s).",
                                        _crossSceneValidatorManager.GetProgress());
                    }
                }

                return;
            }

            if (_activeSceneValidatorManager == null)
            {
                _currentScenePath = _scenePaths[_sceneProgress];

                // Only load the next scene if we are not already in it
                if (EditorSceneManager.GetActiveScene().path != _currentScenePath)
                {
                    EditorSceneManager.OpenScene(_currentScenePath);
                }

                if (_activeSceneValidatorManager != null)
                {
                    _activeSceneValidatorManager.Dispose();
                }

                _activeSceneValidatorManager = new ActiveSceneValidatorManager(_cache, _logger);
                _activeSceneValidatorManager.Search();

                if (_crossSceneValidatorManager != null)
                {
                    _crossSceneValidatorManager.Search();
                }
            }

            _runningState = RunningState.InstanceState;

            if (_activeSceneValidatorManager.ContinueValidation())
            {
                if (AssetValidatorUtility.IsDebugging)
                {
                    Debug.LogFormat("Progress: {0:P2}% for scene instance types {1}/{2}: [{3}]",
                                    _activeSceneValidatorManager.GetProgress(), _sceneProgress, _scenePaths.Count, _currentScenePath);
                }
            }
            else
            {
                if (AssetValidatorUtility.IsDebugging)
                {
                    Debug.LogFormat("ActiveSceneValidator has completed validating Scene {0}/{1}: [{2}]",
                                    _sceneProgress, _scenePaths.Count, _currentScenePath);
                }

                _sceneProgress++;

                _activeSceneValidatorManager.Dispose();
                _activeSceneValidatorManager = null;
            }
        }