private BuildExportPackageItemsList ( string guids, bool dependencies ) : UnityEditor.ExportPackageItem[] | ||
guids | string | |
dependencies | bool | |
Résultat | UnityEditor.ExportPackageItem[] |
internal static IEnumerable <ExportPackageItem> GetAssetItemsForExport(ICollection <string> guids, bool includeDependencies) { if (guids.Count == 0) { string[] collection = new string[0]; guids = new HashSet <string>(AssetServer.CollectAllChildren(AssetServer.GetRootGUID(), collection)); } ExportPackageItem[] itemArray = PackageUtility.BuildExportPackageItemsList(guids.ToArray <string>(), includeDependencies); if (includeDependencies) { if (< > f__am$cache0 == null) {
internal static IEnumerable <ExportPackageItem> GetAssetItemsForExport(ICollection <string> guids, bool includeDependencies) { if (guids.Count == 0) { guids = (ICollection <string>) new HashSet <string>((IEnumerable <string>)AssetServer.CollectAllChildren(AssetServer.GetRootGUID(), new string[0])); } ExportPackageItem[] exportPackageItemArray = PackageUtility.BuildExportPackageItemsList(guids.ToArray <string>(), includeDependencies); if (includeDependencies && ((IEnumerable <ExportPackageItem>)exportPackageItemArray).Any <ExportPackageItem>((Func <ExportPackageItem, bool>)(asset => InternalEditorUtility.IsScriptOrAssembly(asset.assetPath)))) { exportPackageItemArray = PackageUtility.BuildExportPackageItemsList(guids.Union <string>(InternalEditorUtility.GetAllScriptGUIDs()).ToArray <string>(), includeDependencies); } return((IEnumerable <ExportPackageItem>)((IEnumerable <ExportPackageItem>)exportPackageItemArray).Where <ExportPackageItem>((Func <ExportPackageItem, bool>)(val => val.assetPath != "Assets")).ToArray <ExportPackageItem>()); }
internal static IEnumerable <ExportPackageItem> GetAssetItemsForExport(ICollection <string> guids, bool includeDependencies) { if (guids.Count == 0) { string[] collection = new string[0]; guids = new HashSet <string>(AssetServer.CollectAllChildren(AssetServer.GetRootGUID(), collection)); } ExportPackageItem[] source = PackageUtility.BuildExportPackageItemsList(guids.ToArray <string>(), includeDependencies); if (includeDependencies) { if (source.Any((ExportPackageItem asset) => InternalEditorUtility.IsScriptOrAssembly(asset.assetPath))) { source = PackageUtility.BuildExportPackageItemsList(guids.Union(InternalEditorUtility.GetAllScriptGUIDs()).ToArray <string>(), includeDependencies); } } return((from val in source where val.assetPath != "Assets" select val).ToArray <ExportPackageItem>()); }
internal static IEnumerable <ExportPackageItem> GetAssetItemsForExport(ICollection <string> guids, bool includeDependencies) { // if nothing is selected, export all if (0 == guids.Count) { string[] temp = new string[0]; // <--- I dont get this API guids = new HashSet <string>(AssetDatabase.CollectAllChildren(AssetDatabase.assetFolderGUID, temp)); } ExportPackageItem[] assets = PackageUtility.BuildExportPackageItemsList(guids.ToArray(), includeDependencies); // If any scripts are included, add all scripts with dependencies if (includeDependencies && assets.Any(asset => UnityEditorInternal.InternalEditorUtility.IsScriptOrAssembly(asset.assetPath))) { assets = PackageUtility.BuildExportPackageItemsList( guids.Union(UnityEditorInternal.InternalEditorUtility.GetAllScriptGUIDs()).ToArray(), includeDependencies); } // If the user exports the root Assets folder, we need to remove it from the list // explicitly, as it doesnt make sense assets = assets.Where(val => val.assetPath != "Assets").ToArray(); return(assets); }