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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace AssetUsageDetectorNamespace
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{
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public class EmptyEnumerator<T> : IEnumerable<T>, IEnumerator<T>
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{
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public T Current { get { return default( T ); } }
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object IEnumerator.Current { get { return Current; } }
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public void Dispose() { }
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public void Reset() { }
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public bool MoveNext()
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{
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return false;
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}
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public IEnumerator<T> GetEnumerator()
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{
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return this;
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return this;
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}
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}
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public class ObjectToSearchEnumerator : IEnumerable<Object>
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{
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public class Enumerator : IEnumerator<Object>
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{
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public Object Current
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{
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get
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{
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if( subAssetIndex < 0 )
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return source[index].obj;
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return source[index].subAssets[subAssetIndex].subAsset;
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}
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}
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object IEnumerator.Current { get { return Current; } }
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private List<ObjectToSearch> source;
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private int index;
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private int subAssetIndex;
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public Enumerator( List<ObjectToSearch> source )
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{
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this.source = source;
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Reset();
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}
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public void Dispose()
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{
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source = null;
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}
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public bool MoveNext()
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{
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if( subAssetIndex < -1 )
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{
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subAssetIndex = -1;
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if( ++index >= source.Count )
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return false;
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// Skip folder assets in the enumeration, AssetUsageDetector expands encountered folders automatically
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// and we don't want that to happen as source[index].subAssets already contains the folder's contents
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if( !source[index].obj.IsFolder() )
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return true;
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}
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List<ObjectToSearch.SubAsset> subAssets = source[index].subAssets;
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if( subAssets != null )
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{
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while( ++subAssetIndex < subAssets.Count && !subAssets[subAssetIndex].shouldSearch )
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continue;
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if( subAssetIndex < subAssets.Count )
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return true;
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}
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subAssetIndex = -2;
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return MoveNext();
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}
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public void Reset()
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{
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index = -1;
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subAssetIndex = -2;
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}
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}
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private readonly List<ObjectToSearch> source;
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public ObjectToSearchEnumerator( List<ObjectToSearch> source )
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{
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this.source = source;
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}
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public IEnumerator<Object> GetEnumerator()
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{
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return new Enumerator( source );
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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public Object[] ToArray()
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{
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int count = 0;
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foreach( Object obj in this )
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count++;
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Object[] result = new Object[count];
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int index = 0;
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foreach( Object obj in this )
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result[index++] = obj;
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return result;
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}
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}
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}
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