Esempio n. 1
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        public static Hash128 GetSubSceneArtifactHash(Hash128 sceneGUID, Hash128 buildConfigurationGUID, UnityEditor.Experimental.AssetDatabaseExperimental.ImportSyncMode syncMode)
        {
            var guid = ComputeBuildConfigurationGUID(sceneGUID, buildConfigurationGUID);

            if (s_BuildConfigurationCreated.Add(guid))
            {
                CreateBuildConfigurationSceneFile(sceneGUID, buildConfigurationGUID);
            }
            if (!s_HashToString.TryGetValue(guid, out var guidString))
            {
                guidString = s_HashToString[guid] = guid.ToString();
            }
            var res = UnityEditor.Experimental.AssetDatabaseExperimental.GetArtifactHash(guidString, SubSceneImporterType, syncMode);

            return(res);
        }
Esempio n. 2
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        public static Hash128 GetSubSceneArtifactHash(Hash128 sceneGUID, Hash128 buildSettingGUID, UnityEditor.Experimental.AssetDatabaseExperimental.ImportSyncMode syncMode)
        {
            var guid = CreateBuildSettingSceneFile(sceneGUID, buildSettingGUID);
            var res  = UnityEditor.Experimental.AssetDatabaseExperimental.GetArtifactHash(guid.ToString(), SubSceneImporterType, syncMode);

            return(res);
        }
Esempio n. 3
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        public static Hash128 GetSubSceneArtifactHash(Hash128 sceneGUID, Hash128 buildConfigurationGUID, UnityEditor.Experimental.AssetDatabaseExperimental.ImportSyncMode syncMode)
        {
            var guid = SceneWithBuildConfigurationGUIDs.EnsureExistsFor(sceneGUID, buildConfigurationGUID);

            if (!s_HashToString.TryGetValue(guid, out var guidString))
            {
                guidString = s_HashToString[guid] = guid.ToString();
            }
            return(UnityEditor.Experimental.AssetDatabaseExperimental.GetArtifactHash(guidString, SubSceneImporterType, syncMode));
        }