345 lines
11 KiB
C#
345 lines
11 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Xml.Linq;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEditor.Callbacks;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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internal class LinkerCreator : IPreprocessBuildWithReport
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{
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private static string linkerPath => Path.Combine(BoltCore.Paths.persistentGenerated, "link.xml");
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public int callbackOrder { get; }
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private static ManagedStrippingLevel GetManagedStrippingLevel(BuildTargetGroup buildTarget)
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{
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#if UNITY_2023_1_OR_NEWER
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var namedBuildTarget = UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(buildTarget);
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return PlayerSettings.GetManagedStrippingLevel(namedBuildTarget);
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#else
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return PlayerSettings.GetManagedStrippingLevel(buildTarget);
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#endif
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}
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public void OnPreprocessBuild(BuildReport report)
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{
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if (VSUsageUtility.isVisualScriptingUsed)
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{
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try
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{
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if (GetManagedStrippingLevel(EditorUserBuildSettings.selectedBuildTargetGroup) !=
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ManagedStrippingLevel.Disabled)
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{
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GenerateLinker();
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}
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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DeleteLinker();
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}
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}
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}
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[PostProcessBuild]
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private static void OnPostprocessBuild(BuildTarget buildTarget, string path)
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{
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if (VSUsageUtility.isVisualScriptingUsed)
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{
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DeleteLinker();
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}
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}
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private static void DeleteLinker()
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{
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PathUtility.DeleteProjectFileIfExists(linkerPath, true);
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}
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// Automatically generates the link.xml file to prevent stripping.
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// Currently only used for plugin assemblies, because blanket preserving
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// all setting assemblies sometimes causes the IL2CPP process to fail.
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// For settings assemblies, the AOT stubs are good enough to fool
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// the static code analysis without needing this full coverage.
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// https://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html
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// However, for FullSerializer, we need to preserve our custom assemblies.
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// This is mostly because IL2CPP will attempt to transform non-public
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// property setters used in deserialization into read-only accessors
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// that return false on PropertyInfo.CanWrite, but only in stripped builds.
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// Therefore, in stripped builds, FS will skip properties that should be
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// deserialized without any error (and that took hours of debugging to figure out).
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public static void GenerateLinker()
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{
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var linker = new XDocument();
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var linkerNode = new XElement("linker");
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if (!PluginContainer.initialized)
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PluginContainer.Initialize();
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foreach (var pluginAssembly in PluginContainer.plugins
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.SelectMany(plugin => plugin.GetType()
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.GetAttributes<PluginRuntimeAssemblyAttribute>()
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.Select(a => a.assemblyName))
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.Distinct())
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{
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var assemblyNode = new XElement("assembly");
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var fullnameAttribute = new XAttribute("fullname", pluginAssembly);
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var preserveAttribute = new XAttribute("preserve", "all");
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assemblyNode.Add(fullnameAttribute);
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assemblyNode.Add(preserveAttribute);
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linkerNode.Add(assemblyNode);
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}
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linker.Add(linkerNode);
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AddCustomNodesToLinker(linkerNode, PluginContainer.plugins);
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PathUtility.CreateDirectoryIfNeeded(BoltCore.Paths.transientGenerated);
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PathUtility.DeleteProjectFileIfExists(linkerPath, true);
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// Using ToString instead of Save to omit the <?xml> declaration,
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// which doesn't appear in the Unity documentation page for the linker.
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File.WriteAllText(linkerPath, linker.ToString());
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}
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private static void AddCustomNodesToLinker(XElement linkerNode, IEnumerable<Plugin> plugins)
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{
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var types = FindAllCustomTypes();
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var customTypes = types.Where(t => !plugins.Any(p => t.Assembly == p.runtimeAssembly));
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foreach (var type in customTypes)
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{
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var userAssembly = type.Assembly.GetName().Name;
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var assemblyNode = new XElement("assembly");
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var fullnameAttribute = new XAttribute("fullname", userAssembly);
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var preserveAttribute = new XAttribute("preserve", "all");
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assemblyNode.Add(fullnameAttribute);
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var customType = new XElement("type");
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var fullnameType = new XAttribute("fullname", type.FullName);
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customType.Add(fullnameType);
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customType.Add(preserveAttribute);
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assemblyNode.Add(customType);
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linkerNode.Add(assemblyNode);
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}
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}
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private static void ProcessSubGraphs(HashSet<Type> types, SubgraphUnit subgraph)
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{
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foreach (var unit in subgraph.nest.graph.units)
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{
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AddTypeToHashSet(types, unit);
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}
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}
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private static void AddTypeToHashSet(HashSet<Type> types, IUnit unit)
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{
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if (unit.GetType() == typeof(SubgraphUnit))
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{
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ProcessSubGraphs(types, (SubgraphUnit)unit);
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}
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else
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{
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types.Add(unit.GetType());
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}
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}
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private static HashSet<Type> FindGraphsOnAssets()
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{
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var scriptGraphAssets = AssetUtility.GetAllAssetsOfType<ScriptGraphAsset>();
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var types = new HashSet<Type>();
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var index = 0;
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var total = scriptGraphAssets.Count();
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foreach (var scriptGraphAsset in scriptGraphAssets)
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{
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if (EditorUtility.DisplayCancelableProgressBar($"Processing on assets {index}/{total}",
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$"Asset {scriptGraphAsset.name}", (float)index / (float)total))
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{
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break;
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}
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index++;
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if (scriptGraphAsset.graph != null)
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{
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foreach (var unit in scriptGraphAsset.graph.units)
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{
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AddTypeToHashSet(types, unit);
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}
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}
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}
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EditorUtility.ClearProgressBar();
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return types;
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}
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private static HashSet<Type> FindGraphsOnScenes(bool includeGraphAssets)
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{
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var activeScenePath = SceneManager.GetActiveScene().path;
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var scenePaths = EditorBuildSettings.scenes.Select(s => s.path).ToArray();
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var index = 0;
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var total = scenePaths.Count();
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var types = new HashSet<Type>();
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foreach (var scenePath in scenePaths)
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{
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index++;
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if (EditorUtility.DisplayCancelableProgressBar($"Processing scenes {index} / {total}", $"Scene {scenePath}",
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(float)index / (float)total))
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{
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break;
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}
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if (!string.IsNullOrEmpty(scenePath))
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{
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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var scriptMachines = UnityObjectUtility.FindObjectsOfTypeIncludingInactive<ScriptMachine>();
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foreach (var scriptMachine in scriptMachines)
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{
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if (scriptMachine.nest != null &&
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(scriptMachine.nest.source == GraphSource.Macro && includeGraphAssets) ||
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scriptMachine.nest.source == GraphSource.Embed)
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{
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foreach (var unit in scriptMachine.graph.units)
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{
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AddTypeToHashSet(types, unit);
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}
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}
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}
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}
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}
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if (!string.IsNullOrEmpty(activeScenePath))
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{
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EditorSceneManager.OpenScene(activeScenePath);
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}
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GC.Collect();
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EditorUtility.ClearProgressBar();
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return types;
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}
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private static HashSet<Type> FindGraphsOnPrefabs(bool includeGraphAssets)
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{
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var types = new HashSet<Type>();
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var files = System.IO.Directory.GetFiles(Application.dataPath, "*.prefab",
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System.IO.SearchOption.AllDirectories);
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var index = 0;
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var total = files.Count();
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var currentScene = EditorSceneManager.GetActiveScene();
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var scenePath = currentScene.path;
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EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
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foreach (var file in files)
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{
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index++;
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if (EditorUtility.DisplayCancelableProgressBar($"Processing prefabs {index} / {total}", $"Prefab {file}",
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(float)index / (float)total))
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{
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break;
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}
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var prefabPath = file.Replace(Application.dataPath, "Assets");
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var prefab = UnityEditor.AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
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if (prefab != null)
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{
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FindGraphInPrefab(types, prefab, includeGraphAssets);
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prefab = null;
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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}
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}
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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EditorUtility.UnloadUnusedAssetsImmediate(true);
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GC.Collect();
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EditorUtility.ClearProgressBar();
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return types;
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}
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private static void FindGraphInPrefab(HashSet<Type> types, GameObject gameObject, bool includeGraphAssets)
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{
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var scriptMachines = gameObject.GetComponents<ScriptMachine>();
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foreach (var scriptMachine in scriptMachines)
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{
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if (scriptMachine.nest != null &&
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(scriptMachine.nest.source == GraphSource.Macro && includeGraphAssets) ||
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scriptMachine.nest.source == GraphSource.Embed)
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{
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foreach (var unit in scriptMachine.graph.units)
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{
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AddTypeToHashSet(types, unit);
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}
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}
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}
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foreach (Transform child in gameObject.transform)
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{
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FindGraphInPrefab(types, child.gameObject, includeGraphAssets);
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}
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}
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private static HashSet<Type> FindAllCustomTypes()
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{
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var types = new HashSet<Type>();
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var settings = (List<bool>)BoltCore.Configuration.GetMetadata("LinkerPropertyProviderSettings").value;
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if (settings[(int)BoltCoreConfiguration.LinkerScanTarget.GraphAssets])
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{
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types.AddRange(FindGraphsOnAssets());
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}
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var includeGraphAssets = !settings[(int)BoltCoreConfiguration.LinkerScanTarget.GraphAssets];
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if (settings[(int)BoltCoreConfiguration.LinkerScanTarget.EmbeddedSceneGraphs])
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{
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types.AddRange(FindGraphsOnScenes(includeGraphAssets));
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}
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if (settings[(int)BoltCoreConfiguration.LinkerScanTarget.EmbeddedPrefabGraphs])
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{
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types.AddRange(FindGraphsOnPrefabs(includeGraphAssets));
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}
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return types;
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}
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}
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