UnityEditor.CodeStrippingUtils.CollectNativeClassListFromRoots C# (CSharp) Method

CollectNativeClassListFromRoots() private static method

private static CollectNativeClassListFromRoots ( string directory, string rootAssemblies ) : HashSet
directory string
rootAssemblies string
return HashSet
        private static HashSet<string> CollectNativeClassListFromRoots(string directory, string[] rootAssemblies)
        {
            HashSet<string> set = new HashSet<string>();
            foreach (string str in CollectManagedTypeReferencesFromRoots(directory, rootAssemblies))
            {
                int iD = BaseObjectTools.StringToClassID(str);
                if ((iD != -1) && !BaseObjectTools.IsBaseObject(iD))
                {
                    set.Add(str);
                }
            }
            return set;
        }

Usage Example

Example #1
0
        private static HashSet <string> GenerateNativeClassList(RuntimeClassRegistry rcr, string directory, string[] rootAssemblies, StrippingInfo strippingInfo)
        {
            HashSet <string> hashSet = CodeStrippingUtils.CollectNativeClassListFromRoots(directory, rootAssemblies, strippingInfo);

            string[] nativeClassBlackList = CodeStrippingUtils.NativeClassBlackList;
            for (int i = 0; i < nativeClassBlackList.Length; i++)
            {
                string text = nativeClassBlackList[i];
                hashSet.Add(text);
                if (strippingInfo != null)
                {
                    strippingInfo.RegisterDependency(text, "Blacklisted");
                }
            }
            foreach (string current in CodeStrippingUtils.NativeClassDependencyBlackList.Keys)
            {
                if (hashSet.Contains(current))
                {
                    string text2 = CodeStrippingUtils.NativeClassDependencyBlackList[current];
                    hashSet.Add(text2);
                    if (strippingInfo != null)
                    {
                        strippingInfo.RegisterDependency(text2, string.Format("Blacklisted due to dependent class '{0}'", current));
                    }
                }
            }
            foreach (string current2 in rcr.GetAllNativeClassesIncludingManagersAsString())
            {
                int num = BaseObjectTools.StringToClassID(current2);
                if (num != -1 && !BaseObjectTools.IsBaseObject(num))
                {
                    hashSet.Add(current2);
                    if (strippingInfo != null && !BaseObjectTools.IsDerivedFromClassID(num, CodeStrippingUtils.gameManagerClassId))
                    {
                        strippingInfo.RegisterDependency(current2, "Used in Scenes");
                    }
                }
            }
            HashSet <string> hashSet2 = new HashSet <string>();

            foreach (string current3 in hashSet)
            {
                int iD = BaseObjectTools.StringToClassID(current3);
                while (!BaseObjectTools.IsBaseObject(iD))
                {
                    hashSet2.Add(BaseObjectTools.ClassIDToString(iD));
                    int superClassID = BaseObjectTools.GetSuperClassID(iD);
                    if (strippingInfo != null)
                    {
                        strippingInfo.RegisterDependency(BaseObjectTools.ClassIDToString(superClassID), BaseObjectTools.ClassIDToString(iD));
                    }
                    iD = BaseObjectTools.GetSuperClassID(iD);
                }
            }
            return(hashSet2);
        }
All Usage Examples Of UnityEditor.CodeStrippingUtils::CollectNativeClassListFromRoots