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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Assets.Editor.Treemap;
using MemoryProfilerWindow;
using UnityEditor;
using UnityEngine;
namespace Treemap
{
public class Group : IComparable<Group>, ITreemapRenderable
{
public string _name;
public Rect _position;
public List<Item> _items;
private float _totalMemorySize = -1;
public float totalMemorySize
{
get
{
if (_totalMemorySize != -1)
return _totalMemorySize;
long result = 0;
foreach (Item item in _items)
{
result += item.memorySize;
}
_totalMemorySize = result;
return result;
}
}
public float[] memorySizes
{
get
{
float[] result = new float[_items.Count];
for (int i = 0; i < _items.Count; i++)
{
result[i] = _items[i].memorySize;
}
return result;
}
}
public Color color
{
get { return Utility.GetColorForName(_name); }
}
public int CompareTo(Group other)
{
return (int)(other.totalMemorySize - totalMemorySize);
}
public Color GetColor()
{
return color;
}
public Rect GetPosition()
{
return _position;
}
public string GetLabel()
{
string row1 = _name;
string row2 = EditorUtility.FormatBytes((long)totalMemorySize);
return row1 + "\n" + row2;
}
}
}