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Updated Unity version to 2021.3.41f1 (simplified codebase accordingly)
1 parent 5104901 commit 4415d4b

11 files changed

Lines changed: 5 additions & 292 deletions

Plugins/AssetUsageDetector/Editor/AssetUsageDetector.cs

Lines changed: 0 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,3 @@
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// Asset Usage Detector - by Suleyman Yasir KULA (yasirkula@gmail.com)
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
@@ -93,13 +91,9 @@ public class Parameters
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private bool searchingSourceAssets;
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private bool isInPlayMode;
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#if UNITY_2018_3_OR_NEWER
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private PrefabStage openPrefabStage;
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private GameObject openPrefabStagePrefabAsset;
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#if UNITY_2020_1_OR_NEWER
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private GameObject openPrefabStageContextObject;
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#endif
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#endif
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private int searchedObjectsCount; // Number of searched objects
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private double searchStartTime;
@@ -121,7 +115,6 @@ public SearchResult Run( Parameters searchParameters )
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return new SearchResult( false, null, null, null, this, searchParameters );
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}
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#if UNITY_2018_3_OR_NEWER
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openPrefabStagePrefabAsset = null;
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string openPrefabStageAssetPath = null;
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openPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
@@ -138,20 +131,12 @@ public SearchResult Run( Parameters searchParameters )
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return new SearchResult( false, null, null, null, this, searchParameters );
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}
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#if UNITY_2020_1_OR_NEWER
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string prefabAssetPath = openPrefabStage.assetPath;
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#else
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string prefabAssetPath = openPrefabStage.prefabAssetPath;
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#endif
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openPrefabStagePrefabAsset = AssetDatabase.LoadAssetAtPath<GameObject>( prefabAssetPath );
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openPrefabStageAssetPath = prefabAssetPath;
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#if UNITY_2020_1_OR_NEWER
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openPrefabStageContextObject = openPrefabStage.openedFromInstanceRoot;
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#endif
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}
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}
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#endif
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List<SearchResultGroup> searchResult = null;
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isInPlayMode = EditorApplication.isPlaying;
@@ -193,9 +178,7 @@ public SearchResult Run( Parameters searchParameters )
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excludedAssetsPathsSet.Clear();
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alwaysSearchedExtensionsSet.Clear();
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shaderIncludesToSearchSet.Clear();
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#if UNITY_2017_3_OR_NEWER
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assemblyDefinitionFilesToSearch.Clear();
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#endif
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if( assetDependencyCache == null )
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{
@@ -527,7 +510,6 @@ public SearchResult Run( Parameters searchParameters )
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if( excludedScenesPathsSet.Contains( scenePath ) )
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continue;
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#if UNITY_2019_2_OR_NEWER
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// Skip scenes in read-only packages (Issue #36)
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// Credit: https://forum.unity.com/threads/check-if-asset-inside-package-is-readonly.900902/#post-5990822
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if( !scenePath.StartsWithFast( "Assets/" ) )
@@ -536,7 +518,6 @@ public SearchResult Run( Parameters searchParameters )
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if( packageInfo != null && packageInfo.source != UnityEditor.PackageManager.PackageSource.Embedded && packageInfo.source != UnityEditor.PackageManager.PackageSource.Local )
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continue;
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}
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#endif
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SearchScene( scenePath, searchResult, searchParameters, initialSceneSetup );
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}
@@ -625,11 +606,9 @@ public SearchResult Run( Parameters searchParameters )
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if( EditorSceneManager.GetActiveScene() != activeScene )
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EditorSceneManager.SetActiveScene( activeScene );
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#if UNITY_2018_3_OR_NEWER
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// If a prefab stage was open when the search was triggered, try reopening the prefab stage after the search is completed
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if( !string.IsNullOrEmpty( openPrefabStageAssetPath ) )
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{
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#if UNITY_2020_1_OR_NEWER
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bool shouldOpenPrefabStageWithoutContext = true;
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if( openPrefabStageContextObject != null && !openPrefabStageContextObject.Equals( null ) )
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{
@@ -647,12 +626,8 @@ public SearchResult Run( Parameters searchParameters )
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}
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if( shouldOpenPrefabStageWithoutContext )
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#endif
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{
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AssetDatabase.OpenAsset( AssetDatabase.LoadAssetAtPath<GameObject>( openPrefabStageAssetPath ) );
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}
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}
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#endif
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}
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}
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@@ -837,15 +812,13 @@ private void AddSearchedObjectToFilteredSets( Object obj, bool expandGameObjects
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objectsToSearchSet.Add( obj );
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#if UNITY_2018_3_OR_NEWER
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// When searching for references of a prefab stage object, try adding its corresponding prefab asset to the searched assets, as well
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if( openPrefabStage != null && openPrefabStagePrefabAsset != null && obj is GameObject && openPrefabStage.IsPartOfPrefabContents( (GameObject) obj ) )
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{
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GameObject prefabStageObjectSource = ( (GameObject) obj ).FollowSymmetricHierarchy( openPrefabStage.prefabContentsRoot, openPrefabStagePrefabAsset );
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if( prefabStageObjectSource != null )
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AddSearchedObjectToFilteredSets( prefabStageObjectSource, expandGameObjects );
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}
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#endif
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bool isAsset = obj.IsAsset();
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if( isAsset )

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