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67
Assets/Scripts/Editor/SchemaTools.cs
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67
Assets/Scripts/Editor/SchemaTools.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using YooAsset.Editor;
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public class SchemaTools
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{
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/// <summary>
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/// 通用扫描快捷方法
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/// </summary>
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public static List<ReportElement> ScanAssets(string[] scanAssetList, System.Func<string, ReportElement> scanFun, int unloadAssetLimit = int.MaxValue)
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{
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int scanNumber = 0;
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int progressCount = 0;
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int totalCount = scanAssetList.Length;
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List<ReportElement> results = new List<ReportElement>(totalCount);
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EditorTools.ClearProgressBar();
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foreach (string assetPath in scanAssetList)
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{
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scanNumber++;
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progressCount++;
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EditorTools.DisplayProgressBar("扫描中...", progressCount, totalCount);
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var scanResult = scanFun.Invoke(assetPath);
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if (scanResult != null)
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results.Add(scanResult);
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// 释放编辑器未使用的资源
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if (scanNumber >= unloadAssetLimit)
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{
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scanNumber = 0;
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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}
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EditorTools.ClearProgressBar();
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return results;
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}
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/// <summary>
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/// 通用修复快捷方法
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/// </summary>
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public static void FixAssets(List<ReportElement> fixAssetList, System.Action<ReportElement> fixFun, int unloadAssetLimit = int.MaxValue)
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{
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int scanNumber = 0;
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int totalCount = fixAssetList.Count;
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int progressCount = 0;
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EditorTools.ClearProgressBar();
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foreach (var scanResult in fixAssetList)
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{
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scanNumber++;
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progressCount++;
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EditorTools.DisplayProgressBar("修复中...", progressCount, totalCount);
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fixFun.Invoke(scanResult);
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// 释放编辑器未使用的资源
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if (scanNumber >= unloadAssetLimit)
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{
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scanNumber = 0;
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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}
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EditorTools.ClearProgressBar();
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}
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}
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