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* Export to the proper path * Only create a new asset when there is data to fill it * Code refactor * Related: #553 and #811
16 lines
443 B
C#
16 lines
443 B
C#
using AssetRipper.SourceGenerated.Subclasses.EnlightenSceneMapping;
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namespace AssetRipper.SourceGenerated.Extensions;
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public static class EnlightenSceneMappingExtensions
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{
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public static bool IsEmpty(this IEnlightenSceneMapping mapping)
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{
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return mapping.Renderers.Count == 0
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&& mapping.SystemAtlases.Count == 0
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&& mapping.Systems.Count == 0
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&& mapping.TerrainChunks.Count == 0
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&& (mapping.Probesets?.Count ?? 0) == 0;
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}
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}
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