Exemplo n.º 1
0
        public static void FindUnusedAssets()
        {
            string title   = "Find unused files?";
            string message = "Press 'OK' to launch a build setting dialog to start a build.\r\n\r\n";

            if (EditorUtility.DisplayDialog(title, message, "OK", "Cancel"))
            {
                EditorWindow.GetWindow(System.Type.GetType("UnityEditor.BuildPlayerWindow,UnityEditor"));
            }

            APCache.SaveToLocal();
            EditorPrefs.SetString(APCache.LOAD_FROM_LOCAL_KEY, APCache.LOAD_FROM_LOCAL_KEY);
        }
Exemplo n.º 2
0
            private static void CheckUnusedState()
            {
                Utility.DebugLog("CheckUnusedState");
                var markFile = AssetsUsageChecker.GetMarkFile();

                if (File.Exists(markFile))
                {
                    List <string> assets = AssetsUsageChecker.Check();
                    if (assets != null && assets.Count > 0)
                    {
                        HashSet <string> usedFiles = new HashSet <string>();
                        foreach (var item in assets)
                        {
                            usedFiles.Add(item);
                        }

                        APCache.UpdateUsedStatus(usedFiles);
                        APCache.SaveToLocal();
                        File.WriteAllText(AFTERBUILD_A_PLUS, string.Empty);
                    }

                    File.Delete(markFile);
                }
            }
Exemplo n.º 3
0
            private static void CheckUnusedState()
            {
                Utility.DebugLog("CheckUnusedState");
                string key = AssetsUsageChecker.GetUniqueAssetCheckerKey();

                Utility.DebugLog("Checking key: " + key + ", with result = " + EditorPrefs.HasKey(key));
                if (EditorPrefs.HasKey(key))
                {
                    List <string> assets = AssetsUsageChecker.Check();
                    if (assets != null && assets.Count > 0)
                    {
                        HashSet <string> usedFiles = new HashSet <string>();
                        foreach (var item in assets)
                        {
                            usedFiles.Add(item);
                        }

                        APCache.UpdateUsedStatus(usedFiles);
                        APCache.SaveToLocal();
                        EditorPrefs.SetString(AFTERBUILD_A_PLUS, AFTERBUILD_A_PLUS);
                        EditorPrefs.DeleteKey(AssetsUsageChecker.GetUniqueAssetCheckerKey());
                    }
                }
            }