0.8.2: Removed scene listing for addressables, since it is too expensive (~220 times worse, then just running through entire asset database for scenes)

This commit is contained in:
Anders Ejlersen 2021-09-28 19:23:46 +02:00
parent 7b5efffaf8
commit 27ee0e48a7
2 changed files with 2 additions and 65 deletions

View file

@ -2,8 +2,6 @@
using System.IO;
using JetBrains.Annotations;
using UnityEditor;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -30,8 +28,6 @@ namespace Module.NavigationTool.Editor.Tools
var listPaths = new List<string>();
InitializeBuildSettingsScenes(listNames, listPaths);
InitializeAssetBundleScenes(listNames, listPaths);
InitializeAddressableScenes(listNames, listPaths);
InitializeRemainingScenes(listNames, listPaths);
OPTIONS = listNames.ToArray();
@ -51,70 +47,11 @@ namespace Module.NavigationTool.Editor.Tools
if (string.IsNullOrEmpty(scenes[i].path))
continue;
listNames.Add($"{Path.GetFileNameWithoutExtension(scenes[i].path)} \tBuild settings");
listNames.Add($"{Path.GetFileNameWithoutExtension(scenes[i].path)}");
listPaths.Add(scenes[i].path);
}
}
private static void InitializeAssetBundleScenes(List<string> listNames, List<string> listPaths)
{
string[] bundleNames = AssetDatabase.GetAllAssetBundleNames();
int startIndex = listNames.Count;
for (var i = 0; i < bundleNames.Length; i++)
{
string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundle(bundleNames[i]);
for (var j = 0; j < assetPaths.Length; j++)
{
string path = assetPaths[j];
var scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(path);
if (scene == null)
continue;
if (listPaths.Contains(path))
continue;
listNames.Add($"{Path.GetFileNameWithoutExtension(path)} \tAsset bundle");
listPaths.Add(path);
}
}
if (startIndex >= listNames.Count)
return;
listNames.Insert(startIndex, string.Empty);
listPaths.Insert(startIndex, string.Empty);
}
private static void InitializeAddressableScenes(List<string> listNames, List<string> listPaths)
{
var assets = new List<AddressableAssetEntry>();
AddressableAssetSettingsDefaultObject.Settings.GetAllAssets(assets, false);
int startIndex = listNames.Count;
for (var i = 0; i < assets.Count; i++)
{
if (!(assets[i].MainAsset is SceneAsset))
continue;
string path = assets[i].AssetPath;
if (listPaths.Contains(path))
continue;
listNames.Add($"{Path.GetFileNameWithoutExtension(path)} \tAddressable");
listPaths.Add(path);
}
if (startIndex >= listNames.Count)
return;
listNames.Insert(startIndex, string.Empty);
listPaths.Insert(startIndex, string.Empty);
}
private static void InitializeRemainingScenes(List<string> listNames, List<string> listPaths)
{
string[] guids = AssetDatabase.FindAssets("t:scene");

View file

@ -1,6 +1,6 @@
{
"name": "com.module.navigationtool",
"version": "0.8.1",
"version": "0.8.2",
"displayName": "Module.NavigationTool",
"description": "Support for navigation tools, like favorites, history and toolbars",
"unity": "2019.2",