Esempio n. 1
0
            public SceneInfo(AssetInfo sceneAssetInfo, List <AssetInfo> assets)
            {
                assetInfo = sceneAssetInfo;
                Scene            scene = EditorSceneManager.OpenScene(assetInfo.path, OpenSceneMode.Additive);
                var              objs  = scene.GetRootGameObjects();
                List <Transform> trs   = new List <Transform>(1000);

                foreach (var obj in objs)
                {
                    trs.AddRange(obj.GetComponentsInChildren <Transform>());
                    MyGC.CheckGC();
                    //break;
                }
                List <GameObjectInfo> gObjInfList = new List <GameObjectInfo>(1000);

                foreach (var tr in trs)
                {
                    gObjInfList.Add(new GameObjectInfo(tr, this /*, assets*/));
                    MyGC.CheckGC();
                }

                //только так, иначе выдаст неверные пути!!!
                foreach (var goInfo in gObjInfList)
                {
                    goInfo.Init(assets);
                    MyGC.CheckGC();
                }

                gObjInfs = gObjInfList.ToArray();
                EditorSceneManager.CloseScene(scene, true);
            }
Esempio n. 2
0
        private List <SceneInfo> InitScenes(List <AssetInfo> assets)
        {
            //int count = SceneManager.sceneCountInBuildSettings;
            List <SceneInfo> sceneInfoList = new List <SceneInfo>(10);
            //for (int i = 0; i < count; ++i)
            //{
            //    sceneInfoList.Add(new SceneInfo(i, assets));
            //}

            Scene  curScene     = EditorSceneManager.GetActiveScene();
            string curScenePath = curScene.path;

            EditorSceneManager.CloseScene(curScene, true);


            foreach (var asset in assets)
            {
                if (asset.extension.ToLower() == sceneExt.ToLower()
                    //*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*ВЫПИЛИТЬ!!!!!*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*|*
                    //&& asset.path == "Assets/ImportLeftAssets/RMC/Scene/DemoScene.unity"
                    //&& asset.path == "Assets/MINECRAFT/YULIYA/minecraft_scene 2"
                    )
                {
                    //Debug.LogError("SCEEEEEENEEEEEEEE!!!!!!!!!!!!!!");
                    sceneInfoList.Add(new SceneInfo(asset, assets));
                    MyGC.CheckGC(true);
                }
            }

            EditorSceneManager.OpenScene(curScenePath, OpenSceneMode.Single);


            return(sceneInfoList);
        }
Esempio n. 3
0
        private void Init()
        {
            MyGC.ResetGCLog();

            var watch = System.Diagnostics.Stopwatch.StartNew();

            assetList = GetAllAssets();
            assetList = InitAssets(assetList);
            MyGC.CheckGC(true);

            watch.Stop();
            float elapsedSec = (float)watch.Elapsed.TotalSeconds;

            Debug.LogError("Assets complete (" + elapsedSec + " seconds)");
            watch = System.Diagnostics.Stopwatch.StartNew();

            sceneList = InitScenes(assetList);
            assetList = CalculateAssetObjectDependencies(assetList, sceneList);
            FbxNamingDoublesGroups = FindFbxNamingDoubles(assetList, out FbxNamingDoublesGroupInfs);
            MyGC.CheckGC(true);

            watch.Stop();
            elapsedSec = (float)watch.Elapsed.TotalSeconds;
            Debug.LogError("Objects complete (" + elapsedSec + " seconds)");

            MyGC.LogGC();
        }
Esempio n. 4
0
        private List <AssetInfo> InitAssets(List <AssetInfo> assets)
        {
            foreach (var asset in assets)
            {
                asset.FirstInitDependencies();
                MyGC.CheckGC();
            }
            var assArr = assets.ToArray();

            foreach (var asset in assets)
            {
                asset.SecondInitDependencies(assArr);
                MyGC.CheckGC();
            }
            return(assets);
        }
Esempio n. 5
0
        private List <AssetInfo> GetAllAssets()
        {
            List <AssetInfo> assets = new List <AssetInfo>(1000);

            string[] allAssetPathes = AssetDatabase.GetAllAssetPaths();
            foreach (var path in allAssetPathes)
            {
                if (path.Contains("Assets/") && !AssetDatabase.IsValidFolder(path))
                {
                    assets.Add(new AssetInfo(path));
                }
                MyGC.CheckGC();
            }
            assets = assets.OrderBy(o => o.path).ToList();
            return(assets);
        }