private void GetSceneInfo() { m_allScenesInProject = AssetHunterHelper.GetAllSceneNames().ToList <string>(); m_allScenesInBuildSettings = AssetHunterHelper.GetAllSceneNamesInBuild().ToList <string>(); m_allEnabledScenesInBuildSettings = AssetHunterHelper.GetEnabledSceneNamesInBuild().ToList <string>(); m_allDisabledScenesInBuildSettings = SubtractSceneArrays(m_allScenesInBuildSettings, m_allEnabledScenesInBuildSettings); m_allUnreferencedScenes = SubtractSceneArrays(m_allScenesInProject, m_allScenesInBuildSettings); }
private void loadEditorLog() { m_newBuildReady = false; m_ProjectFolderList.Clear(); m_BuildLog = AssetHunterHelper.AnalyzeBuildLog(); if (m_BuildLog.IsEmpty()) { m_BuildLogLoaded = false; return; } else { m_BuildLogLoaded = true; } List <string> usedPrefabsInScenes = AssetHunterReader.GetPrefabsFromSceneFiles(AssetHunterHelper.GetEnabledSceneNamesInBuild(), out m_assetSceneDependencies); m_BuildLog.AddPrefabs(usedPrefabsInScenes); m_BuildLog.AddPlatformSpecificAssets(); m_BuildLog.SortUsed(); AssetHunterHelper.PopulateUnusedList(m_BuildLog, m_unusedTypeDict); refreshUnusedAssets(); }