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using System;
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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 MeshCombineStudio
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{
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[ExecuteInEditMode]
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public class MeshCombinerData : MonoBehaviour
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{
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public Dictionary<Collider, CachedGameObject> colliderLookup = new Dictionary<Collider, CachedGameObject>();
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public Dictionary<LODGroup, CachedGameObject> lodGroupLookup = new Dictionary<LODGroup, CachedGameObject>();
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[HideInInspector] public List<GameObject> combinedGameObjects = new List<GameObject>();
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[HideInInspector] public List<CachedGameObject> foundObjects = new List<CachedGameObject>();
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[HideInInspector] public List<CachedLodGameObject> foundLodObjects = new List<CachedLodGameObject>();
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[HideInInspector] public List<LODGroup> foundLodGroups = new List<LODGroup>();
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[HideInInspector] public List<Collider> foundColliders = new List<Collider>();
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void OnValidate()
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{
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hideFlags = HideFlags.HideInInspector;
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}
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void OnEnable()
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{
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hideFlags = HideFlags.HideInInspector;
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}
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public void ClearAll()
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{
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combinedGameObjects.Clear();
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foundObjects.Clear();
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foundLodObjects.Clear();
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foundLodGroups.Clear();
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foundColliders.Clear();
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colliderLookup.Clear();
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lodGroupLookup.Clear();
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}
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}
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//[Serializable]
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//public struct FoundLODGroup
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//{
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// public LODGroup lodGroup;
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// public CachedGameObject cachedGO;
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// public FoundLODGroup(LODGroup lodGroup, CachedGameObject cachedGO)
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// {
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// this.lodGroup = lodGroup;
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// this.cachedGO = cachedGO;
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// }
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//}
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//[Serializable]
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//public struct FoundCollider
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//{
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// public Collider collider;
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// public CachedGameObject cachedGO;
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// public FoundCollider(Collider collider, CachedGameObject cachedGO)
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// {
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// this.collider = collider;
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// this.cachedGO = cachedGO;
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// }
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//}
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}
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