public static void FindCommonAncestorsWithinListWorks() { // Arrange var list = new List <TestElement>(); list.Add(new TestElement("root", -1)); list.Add(new TestElement("A", 0)); var b0 = new TestElement("B", 0); var b1 = new TestElement("Bchild", 1); var b2 = new TestElement("Bchildchild", 2); list.Add(b0); list.Add(b1); list.Add(b2); var c0 = new TestElement("C", 0); list.Add(c0); var f0 = new TestElement("F", 0); var f1 = new TestElement("Fchild", 1); var f2 = new TestElement("Fchildchild", 2); list.Add(f0); list.Add(f1); list.Add(f2); // Init tree structure: set Children and Parent properties TreeElementUtility.ListToTree(list); // Single element TestElement[] input = { b1 }; TestElement[] expectedResult = { b1 }; var result = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray(); Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result), "Single input should return single output"); // Single sub tree input = new[] { b1, b2 }; expectedResult = new[] { b1 }; result = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray(); Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result), "Common ancestor should only be b1 "); // Multiple sub trees input = new[] { b0, b2, f0, f2, c0 }; expectedResult = new[] { b0, f0, c0 }; result = TreeElementUtility.FindCommonAncestorsWithinList(input).ToArray(); Assert.IsTrue(ArrayUtility.ArrayEquals(expectedResult, result), "Common ancestor should only be b0, f0, c0"); }
void OnInspectorUpdate() { if (!EditorApplication.currentScene.Equals(currentScene)) { OnProjectChange(); } if (EditorWindow.focusedWindow != null && EditorWindow.focusedWindow.ToString().Contains("BuildPlayerWindow")) { // not really working, can't seem to find a way to properly check for editorbuildsettings changes. if (!ArrayUtility.ArrayEquals <EditorBuildSettingsScene>(CachedEditorBuildSettings, EditorBuildSettings.scenes)) { if (debug) { Debug.Log("BuildPlayerWindow refresh"); } ParseGetEditorBuildSettings(); Repaint(); } } }