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							- using System;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using AssetBank.Editor.SchemaConverter.Data.Input;
 
- using Newtonsoft.Json.Linq;
 
- namespace AssetBank.Editor.SchemaConverter.Processors
 
- {
 
-     /// <summary>
 
-     /// Handles the logic for extracting scene-level settings data.
 
-     /// </summary>
 
-     public static class SceneDataProcessor
 
-     {
 
-         /// <summary>
 
-         /// Filters for scene-level nodes and extracts their data.
 
-         /// </summary>
 
-         /// <param name="allNodes">The complete list of original nodes from the JSON.</param>
 
-         /// <param name="consumedAnchorIds">A set of all anchor_ids that have already been processed as part of the hierarchy or as prefabs.</param>
 
-         /// <returns>A JObject containing all scene-level data, keyed by the component name.</returns>
 
-         public static JObject Process(IReadOnlyList<OriginalNode> allNodes, HashSet<string> consumedAnchorIds)
 
-         {
 
-             var sceneData = new JObject();
 
-             // A node is a scene setting if it was not consumed by the hierarchy/prefab processors.
 
-             var sceneNodes = allNodes.Where(node => !consumedAnchorIds.Contains(node.anchor_id));
 
-             foreach (var node in sceneNodes)
 
-             {
 
-                 if (node.data is not { HasValues: true }) continue;
 
-                 // Take the first property from the 'data' object (e.g., "LightmapSettings").
 
-                 var settingProperty = node.data.Properties().FirstOrDefault();
 
-                 if (settingProperty != null)
 
-                 {
 
-                     try
 
-                     {
 
-                         // Add it to our scene_data object.
 
-                         sceneData.Add(settingProperty);
 
-                     }
 
-                     catch (ArgumentException)
 
-                     {
 
-                         // Provide a detailed error message upon failure.
 
-                         var existingKeys = string.Join(", ", sceneData.Properties().Select(p => p.Name));
 
-                         throw new ArgumentException($"Duplicate key error in SceneDataProcessor. Attempted to add key '{settingProperty.Name}' (from anchor_id: {node.anchor_id}) but a property with that name already exists. Existing keys: [{existingKeys}]");
 
-                     }
 
-                 }
 
-             }
 
-             return sceneData;
 
-         }
 
-     }
 
- }
 
 
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