Esempio n. 1
0
 private void GetSceneInfo()
 {
     m_allScenesInProject               = AssetHunterHelper.GetAllSceneNames().ToList <string>();
     m_allScenesInBuildSettings         = AssetHunterHelper.GetAllSceneNamesInBuild().ToList <string>();
     m_allEnabledScenesInBuildSettings  = AssetHunterHelper.GetEnabledSceneNamesInBuild().ToList <string>();
     m_allDisabledScenesInBuildSettings = SubtractSceneArrays(m_allScenesInBuildSettings, m_allEnabledScenesInBuildSettings);
     m_allUnreferencedScenes            = SubtractSceneArrays(m_allScenesInProject, m_allScenesInBuildSettings);
 }
Esempio n. 2
0
        private void loadEditorLog()
        {
            m_newBuildReady = false;

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

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


            List <string> usedPrefabsInScenes = AssetHunterReader.GetPrefabsFromSceneFiles(AssetHunterHelper.GetEnabledSceneNamesInBuild(), out m_assetSceneDependencies);

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

            AssetHunterHelper.PopulateUnusedList(m_BuildLog, m_unusedTypeDict);

            refreshUnusedAssets();
        }