private static bool NeedsTransformReset(GameObject go) { if (!ValidatorData.GetMeshes(go).Any <Mesh>()) { return(false); } return(!go.transform.localToWorldMatrix.isIdentity); }
private static bool NeedsCollider(GameObject go) { if (!ValidatorData.GetMeshes(go).Any <Mesh>()) { return(false); } return(!go.GetComponentsInChildren <Collider>(true).Any <Collider>()); }
private static bool NeedsCollider(GameObject go) { List <Mesh> meshes = ValidatorData.GetMeshes(go); if (!meshes.Any <Mesh>()) { return(false); } Collider[] componentsInChildren = go.GetComponentsInChildren <Collider>(true); return(!componentsInChildren.Any <Collider>()); }
public static List <string> GetModelPaths() { List <string> pathsWithExtensions = ValidatorData.GetPathsWithExtensions(ValidatorData.MODEL_EXTENSIONS, null); List <string> strs = new List <string>(); foreach (string pathsWithExtension in pathsWithExtensions) { if (!ValidatorData.GetMeshes(ValidatorData.LoadAssetAtPath <GameObject>(pathsWithExtension)).Any <Mesh>() || ValidatorData.HasAnimations(pathsWithExtension)) { continue; } strs.Add(pathsWithExtension); } return(strs); }
public static List <string> GetModelPaths() { List <string> pathsWithExtensions = ValidatorData.GetPathsWithExtensions(ValidatorData.MODEL_EXTENSIONS, null); List <string> list = new List <string>(); foreach (string text in pathsWithExtensions) { GameObject go = ValidatorData.LoadAssetAtPath <GameObject>(text); List <Mesh> meshes = ValidatorData.GetMeshes(go); if (meshes.Any <Mesh>() && !ValidatorData.HasAnimations(text)) { list.Add(text); } } return(list); }
private void ScanForPrefabs() { List <string> pathsWithExtensions = ValidatorData.GetPathsWithExtensions(ValidatorData.PREFAB_EXTENSIONS, null); HashSet <string> strs = new HashSet <string>(); foreach (string pathsWithExtension in pathsWithExtensions) { GameObject gameObject = ValidatorData.LoadAssetAtPath <GameObject>(pathsWithExtension); if (gameObject == null) { continue; } foreach (Mesh mesh in ValidatorData.GetMeshes(gameObject)) { strs.Add(AssetDatabase.GetAssetPath(mesh)); } } List <string> modelPaths = ValidatorData.GetModelPaths(); List <string> list = modelPaths.Except <string>(strs, new CustomPathComparer()).ToList <string>(); this.prefabsCheck.AddPaths(list); }
private void ScanForPrefabs() { List <string> pathsWithExtensions = ValidatorData.GetPathsWithExtensions(ValidatorData.PREFAB_EXTENSIONS, null); HashSet <string> hashSet = new HashSet <string>(); foreach (string path in pathsWithExtensions) { GameObject gameObject = ValidatorData.LoadAssetAtPath <GameObject>(path); if (gameObject != null) { List <Mesh> meshes = ValidatorData.GetMeshes(gameObject); foreach (Mesh mesh in meshes) { string assetPath = AssetDatabase.GetAssetPath(mesh); hashSet.Add(assetPath); } } } List <string> modelPaths = ValidatorData.GetModelPaths(); List <string> paths = modelPaths.Except(hashSet, new CustomPathComparer()).ToList <string>(); this.prefabsCheck.AddPaths(paths); }
private static bool NeedsTransformReset(GameObject go) { List <Mesh> meshes = ValidatorData.GetMeshes(go); return(meshes.Any <Mesh>() && !go.transform.localToWorldMatrix.isIdentity); }