private void ScanForOrientations() { foreach (string modelPath in ValidatorData.GetModelPaths()) { GameObject gameObject = ValidatorData.LoadAssetAtPath <GameObject>(modelPath); if (ModelScanner.IsUpright(gameObject)) { continue; } this.orientationCheck.AddPath(AssetDatabase.GetAssetPath(gameObject)); } }
private void ScanForOrientations() { List <string> modelPaths = ValidatorData.GetModelPaths(); foreach (string path in modelPaths) { GameObject gameObject = ValidatorData.LoadAssetAtPath <GameObject>(path); if (!ModelScanner.IsUpright(gameObject)) { this.orientationCheck.AddPath(AssetDatabase.GetAssetPath(gameObject)); } } }
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); }