BuildReportTool.ReportManager.AddAllPrefabsUsedInCurrentSceneToList C# (CSharp) 메소드

AddAllPrefabsUsedInCurrentSceneToList() 정적인 개인적인 메소드

static private AddAllPrefabsUsedInCurrentSceneToList ( ) : void
리턴 void
	static void AddAllPrefabsUsedInCurrentSceneToList()
	{
#if USE_PREFAB_USAGE_DETECTION_METHOD_B
		AddAllPrefabsUsedInScene(EditorApplication.currentScene);
			#else
		GameObject[] allObjects = (GameObject[])UnityEngine.Object.FindObjectsOfType(typeof(GameObject));
		for (int i=0; i<allObjects.Length; i++)
		{
			if (PrefabUtility.GetPrefabType(allObjects[i]) == PrefabType.PrefabInstance)
			{
				UnityEngine.Object GO_prefab = PrefabUtility.GetPrefabParent(allObjects[i]);
				
				string prefabPath = AssetDatabase.GetAssetPath(GO_prefab);
				//Debug.Log("   prefab: " + o.name + " path: " + AssetDatabase.GetAssetPath(o));
				if (!_prefabsUsedInScenes.ContainsKey(prefabPath))
				{
					_prefabsUsedInScenes.Add(prefabPath, false);
				}
			}
			}
			/*
		foreach(GameObject GO in allObjects)
		{
			if (PrefabUtility.GetPrefabType(GO) == PrefabType.PrefabInstance)
			{
				UnityEngine.Object GO_prefab = PrefabUtility.GetPrefabParent(GO);

				string prefabPath = AssetDatabase.GetAssetPath(GO_prefab);
				//Debug.Log("   prefab: " + o.name + " path: " + AssetDatabase.GetAssetPath(o));
				if (!_prefabsUsedInScenes.ContainsKey(prefabPath))
				{
					_prefabsUsedInScenes.Add(prefabPath, false);
				}
			}
		}*/
#endif
	}