Modular API for fast duplicate detection across different editor windows Provides ultra-fast clone detection without UI dependencies for reuse in other tools. More...
Static Public Member Functions | |
| static bool | HasCachedDataForCurrentScene () |
| Check if we have cached data available for the current scene without triggering calculation. | |
| static int int string scenePath | GetCacheInfo () |
| static List< GameObject > | FindDuplicates (GameObject gameObject) |
| Find all duplicate objects for the given GameObject Returns list including the original object. | |
| static int | GetDuplicateCount (GameObject gameObject) |
| Get the number of duplicates for a GameObject (excluding the object itself) | |
| static bool | HasDuplicates (GameObject gameObject) |
| Check if a GameObject has duplicates. | |
| static Dictionary< string, List< GameObject > > | GetAllDuplicateGroups () |
| Get all hash groups with more than one object (all duplicate groups) | |
| static int int int int totalDuplicates | GetStatistics () |
| static void | Clear () |
| Clear all cached data. | |
Static Public Attributes | |
| static int | cachedObjects |
| Get cache statistics for debugging. | |
| static int int | hashGroups |
| static int | totalObjects |
| Get statistics about the clone detection. | |
| static int int | uniqueHashes |
| static int int int | duplicateGroups |
Properties | |
| static bool | IsInitialized [get] |
| Gets whether the clone detection system is initialized and ready. | |
| static bool | IsCalculating [get] |
| Gets whether calculation is currently in progress. | |
| static int | HashGroupCount [get] |
| Gets the total number of hash groups found. | |
| static int | ProcessedObjectCount [get] |
| Gets the total number of processed objects. | |
| static int | CurrentProgress [get] |
| Gets the current progress (objects processed so far) | |
| static int | TotalProgress [get] |
| Gets the total number of objects to process. | |
| static float | ProgressPercentage [get] |
| Gets the progress percentage (0-100) | |
Events | |
| static System.Action | OnCalculationComplete |
| Event fired when clone detection calculation is complete. | |
| static System.Action< int, int > | OnProgressUpdate |
| Event fired when progress updates (processed, total) | |
Detailed Description
Modular API for fast duplicate detection across different editor windows Provides ultra-fast clone detection without UI dependencies for reuse in other tools.
Member Function Documentation
◆ Clear()
|
static |
Clear all cached data.
◆ FindDuplicates()
|
static |
Find all duplicate objects for the given GameObject Returns list including the original object.
◆ GetAllDuplicateGroups()
|
static |
Get all hash groups with more than one object (all duplicate groups)
◆ GetDuplicateCount()
|
static |
Get the number of duplicates for a GameObject (excluding the object itself)
◆ HasCachedDataForCurrentScene()
|
static |
Check if we have cached data available for the current scene without triggering calculation.
◆ HasDuplicates()
|
static |
Check if a GameObject has duplicates.
Member Data Documentation
◆ cachedObjects
|
static |
Get cache statistics for debugging.
◆ totalObjects
|
static |
Get statistics about the clone detection.
Property Documentation
◆ CurrentProgress
|
staticget |
Gets the current progress (objects processed so far)
◆ HashGroupCount
|
staticget |
Gets the total number of hash groups found.
◆ IsCalculating
|
staticget |
Gets whether calculation is currently in progress.
◆ IsInitialized
|
staticget |
Gets whether the clone detection system is initialized and ready.
◆ ProcessedObjectCount
|
staticget |
Gets the total number of processed objects.
◆ ProgressPercentage
|
staticget |
Gets the progress percentage (0-100)
◆ TotalProgress
|
staticget |
Gets the total number of objects to process.
Event Documentation
◆ OnCalculationComplete
|
static |
Event fired when clone detection calculation is complete.
◆ OnProgressUpdate
|
static |
Event fired when progress updates (processed, total)