53 lines
1.5 KiB
C#
53 lines
1.5 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.AddressableAssets.Build.AnalyzeRules
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{
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[Serializable]
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public class AnalyzeResultData : ScriptableObject, ISerializationCallbackReceiver
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{
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[Serializable]
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private class RuleToResults
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{
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[SerializeField] public string RuleName;
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[SerializeField] public List<AnalyzeRule.AnalyzeResult> Results;
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public RuleToResults(string ruleName, List<AnalyzeRule.AnalyzeResult> results)
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{
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RuleName = ruleName;
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Results = results;
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}
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}
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[SerializeField] private List<RuleToResults> m_RuleToResults = new List<RuleToResults>();
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internal Dictionary<string, List<AnalyzeRule.AnalyzeResult>> Data =
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new Dictionary<string, List<AnalyzeRule.AnalyzeResult>>();
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public void OnAfterDeserialize()
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{
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for (int i = 0; i < m_RuleToResults.Count; i++)
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Data.Add(m_RuleToResults[i].RuleName, m_RuleToResults[i].Results);
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}
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public void OnBeforeSerialize()
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{
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m_RuleToResults.Clear();
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foreach (var key in Data.Keys)
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m_RuleToResults.Add(new RuleToResults(key, Data[key]));
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}
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internal void Clear(AnalyzeRule rule)
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{
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Clear(rule.ruleName);
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}
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internal void Clear(string ruleName)
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{
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if (Data.ContainsKey(ruleName))
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Data[ruleName].Clear();
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}
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}
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} |