mirror of https://github.com/tuyoogame/YooAsset
update editor code
parent
664866b627
commit
b22bbd4e27
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@ -1,215 +0,0 @@
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using System;
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using System.IO;
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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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using UnityEditor;
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using UnityEditor.Animations;
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namespace YooAsset.Editor
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{
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public static class AssetBundleBuilderTools
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{
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/// <summary>
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/// 检测所有损坏的预制体文件
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/// </summary>
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public static void CheckCorruptionPrefab(List<string> searchDirectorys)
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{
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if (searchDirectorys.Count == 0)
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throw new Exception("路径列表不能为空!");
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// 获取所有资源列表
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int checkCount = 0;
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int invalidCount = 0;
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string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Prefab, searchDirectorys.ToArray());
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foreach (string assetPath in findAssets)
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{
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UnityEngine.Object prefab = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
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if (prefab == null)
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{
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invalidCount++;
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Debug.LogError($"发现损坏预制件:{assetPath}");
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}
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EditorTools.DisplayProgressBar("检测预制件文件是否损坏", ++checkCount, findAssets.Length);
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}
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EditorTools.ClearProgressBar();
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if (invalidCount == 0)
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Debug.Log($"没有发现损坏预制件");
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}
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/// <summary>
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/// 检测所有动画控制器的冗余状态
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/// </summary>
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public static void FindRedundantAnimationState(List<string> searchDirectorys)
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{
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if (searchDirectorys.Count == 0)
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throw new Exception("路径列表不能为空!");
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// 获取所有资源列表
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int checkCount = 0;
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int findCount = 0;
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string[] findAssets = EditorTools.FindAssets(EAssetSearchType.RuntimeAnimatorController, searchDirectorys.ToArray());
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foreach (string assetPath in findAssets)
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{
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AnimatorController animator= AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
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if (FindRedundantAnimationState(animator))
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{
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findCount++;
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Debug.LogWarning($"发现冗余的动画控制器:{assetPath}");
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}
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EditorTools.DisplayProgressBar("检测冗余的动画控制器", ++checkCount, findAssets.Length);
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}
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EditorTools.ClearProgressBar();
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if (findCount == 0)
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Debug.Log($"没有发现冗余的动画控制器");
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else
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AssetDatabase.SaveAssets();
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}
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/// <summary>
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/// 清理所有材质球的冗余属性
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/// </summary>
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public static void ClearMaterialUnusedProperty(List<string> searchDirectorys)
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{
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if (searchDirectorys.Count == 0)
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throw new Exception("路径列表不能为空!");
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// 获取所有资源列表
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int checkCount = 0;
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int removedCount = 0;
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string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Material, searchDirectorys.ToArray());
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foreach (string assetPath in findAssets)
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{
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Material mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
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if (ClearMaterialUnusedProperty(mat))
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{
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removedCount++;
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Debug.LogWarning($"材质球已被处理:{assetPath}");
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}
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EditorTools.DisplayProgressBar("清理冗余的材质球", ++checkCount, findAssets.Length);
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}
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EditorTools.ClearProgressBar();
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if (removedCount == 0)
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Debug.Log($"没有发现冗余的材质球");
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else
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AssetDatabase.SaveAssets();
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}
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/// <summary>
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/// 清理无用的材质球属性
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/// </summary>
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private static bool ClearMaterialUnusedProperty(Material mat)
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{
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bool removeUnused = false;
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SerializedObject so = new SerializedObject(mat);
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SerializedProperty sp = so.FindProperty("m_SavedProperties");
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sp.Next(true);
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do
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{
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if (sp.isArray == false)
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continue;
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for (int i = sp.arraySize - 1; i >= 0; --i)
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{
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var p1 = sp.GetArrayElementAtIndex(i);
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if (p1.isArray)
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{
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for (int ii = p1.arraySize - 1; ii >= 0; --ii)
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{
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var p2 = p1.GetArrayElementAtIndex(ii);
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var val = p2.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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p1.DeleteArrayElementAtIndex(ii);
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removeUnused = true;
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}
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}
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}
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else
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{
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var val = p1.FindPropertyRelative("first");
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if (mat.HasProperty(val.stringValue) == false)
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{
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Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
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sp.DeleteArrayElementAtIndex(i);
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removeUnused = true;
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}
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}
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}
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}
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while (sp.Next(false));
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so.ApplyModifiedProperties();
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return removeUnused;
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}
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/// <summary>
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/// 查找动画控制器里冗余的动画状态机
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/// </summary>
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private static bool FindRedundantAnimationState(AnimatorController animatorController)
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{
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if (animatorController == null)
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return false;
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string assetPath = AssetDatabase.GetAssetPath(animatorController);
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// 查找使用的状态机名称
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List<string> usedStateNames = new List<string>();
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foreach (var layer in animatorController.layers)
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{
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foreach (var state in layer.stateMachine.states)
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{
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usedStateNames.Add(state.state.name);
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}
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}
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List<string> allLines = new List<string>();
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List<int> stateIndexList = new List<int>();
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using (StreamReader reader = File.OpenText(assetPath))
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{
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string content;
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while (null != (content = reader.ReadLine()))
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{
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allLines.Add(content);
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if (content.StartsWith("AnimatorState:"))
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{
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stateIndexList.Add(allLines.Count - 1);
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}
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}
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}
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List<string> allStateNames = new List<string>();
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foreach (var index in stateIndexList)
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{
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for (int i = index; i < allLines.Count; i++)
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{
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string content = allLines[i];
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content = content.Trim();
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if (content.StartsWith("m_Name"))
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{
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string[] splits = content.Split(':');
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string name = splits[1].TrimStart(' '); //移除前面的空格
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allStateNames.Add(name);
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break;
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}
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}
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}
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bool foundRedundantState = false;
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foreach (var stateName in allStateNames)
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{
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if (usedStateNames.Contains(stateName) == false)
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{
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Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
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foundRedundantState = true;
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}
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}
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return foundRedundantState;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: fe50795c51a46884088139b840c1557f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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