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using UnityEditor;
namespace Asset_Cleaner {
class ProcessAllAssets : AssetPostprocessor {
static void OnPostprocessAllAssets (string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
if (!AufCtx.InitStarted) return;
if (!Globals<BacklinkStore>.Value.Initialized) return;
var store = Globals<BacklinkStore>.Value;
if (store == null) {
return;
}
var length = movedAssets.Length;
for (var i = 0; i < length; i++)
store.Replace (movedFromAssetPaths[i], movedAssets[i]);
foreach (var path in deletedAssets)
store.Remove (path);
foreach (var path in importedAssets)
store.RebuildFor (path, true);
var config = Globals<Config>.Value;
if (config.UpdateUnusedAssetsOnDemand) {
config.PendingUpdateUnusedAssets = true;
}
else {
ForceUpdateUnusedAssets ();
}
}
public static void ForceUpdateUnusedAssets () {
Globals<Config>.Value.PendingUpdateUnusedAssets = false;
var store = Globals<BacklinkStore>.Value;
store.UpdateUnusedAssets ();
}
}
}