private static bool OnPrefabGameObjectTraverse(ObjectTraverseInfo objectInfo) { #if !UNITY_2020_1_OR_NEWER if (currentObjectIndex % ObjectTraverseUpdateStep == 0) #endif { if (IssuesFinder.ShowProgressBar(2, 3, itemIndex, totalItems, string.Format("Processing prefab: {0}", currentAssetName))) { return(false); } } currentObjectIndex++; bool skipTree; if (IssuesDetector.StartGameObject(objectInfo.current, objectInfo.inPrefabInstance, out skipTree)) { CSTraverseTools.TraverseGameObjectComponents(objectInfo, OnComponentTraverse); IssuesDetector.EndGameObject(objectInfo.current); } objectInfo.skipCurrentTree = skipTree; return(true); }
private static bool OnGameObjectTraverse(ObjectTraverseInfo objectInfo) { if (currentObjectIndex % ObjectTraverseUpdateStep == 0) { if (IssuesFinder.ShowProgressBar(1, 3, itemIndex, totalItems, string.Format("Processing scene: {0} root {1}/{2}", currentAssetName, objectInfo.rootIndex + 1, objectInfo.TotalRoots))) { return(false); } } currentObjectIndex++; bool skipTree; if (IssuesDetector.StartGameObject(objectInfo.current, objectInfo.inPrefabInstance, out skipTree)) { CSTraverseTools.TraverseGameObjectComponents(objectInfo, OnComponentTraverse); IssuesDetector.EndGameObject(objectInfo.current); } objectInfo.skipCurrentTree = skipTree; return(true); }