You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
108 lines
3.2 KiB
C#
108 lines
3.2 KiB
C#
1 week ago
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
#if UNITY_EDITOR
|
||
|
using UnityEditor;
|
||
|
using UnityEditor.SceneManagement;
|
||
|
#endif
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.SceneManagement;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Allows setting a scene as a root scene and setting its child scenes. To use this, drag this component on any object in a scene to make that scene a root scene. In the background, ChildSceneLoader will automatically manage this.
|
||
|
/// </summary>
|
||
|
public class EditorChildSceneLoader : MonoBehaviour
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
[SerializeField]
|
||
|
public List<SceneAsset> ChildScenesToLoadConfig;
|
||
|
|
||
|
void Update()
|
||
|
{
|
||
|
// DO NOT DELETE keep this so we can enable/disable this script... (used in ChildSceneLoader)
|
||
|
}
|
||
|
|
||
|
public void SaveSceneSetup()
|
||
|
{
|
||
|
if (ChildScenesToLoadConfig == null)
|
||
|
{
|
||
|
ChildScenesToLoadConfig = new List<SceneAsset>();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ChildScenesToLoadConfig.Clear();
|
||
|
}
|
||
|
foreach (var sceneSetup in EditorSceneManager.GetSceneManagerSetup())
|
||
|
{
|
||
|
ChildScenesToLoadConfig.Add(AssetDatabase.LoadAssetAtPath<SceneAsset>(sceneSetup.path));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void ResetSceneSetupToConfig()
|
||
|
{
|
||
|
var sceneAssetsToLoad = ChildScenesToLoadConfig;
|
||
|
|
||
|
List<SceneSetup> sceneSetupToLoad = new List<SceneSetup>();
|
||
|
foreach (var sceneAsset in sceneAssetsToLoad)
|
||
|
{
|
||
|
sceneSetupToLoad.Add(new SceneSetup() { path = AssetDatabase.GetAssetPath(sceneAsset), isActive = false, isLoaded = true });
|
||
|
}
|
||
|
|
||
|
sceneSetupToLoad[0].isActive = true;
|
||
|
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
|
||
|
EditorSceneManager.RestoreSceneManagerSetup(sceneSetupToLoad.ToArray());
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
[CustomEditor(typeof(EditorChildSceneLoader))]
|
||
|
public class ChildSceneLoaderInspectorGUI : Editor
|
||
|
{
|
||
|
public override void OnInspectorGUI()
|
||
|
{
|
||
|
base.OnInspectorGUI();
|
||
|
|
||
|
var currentInspectorObject = (EditorChildSceneLoader)target;
|
||
|
|
||
|
if (GUILayout.Button("Save scene setup to config"))
|
||
|
{
|
||
|
currentInspectorObject.SaveSceneSetup();
|
||
|
}
|
||
|
|
||
|
if (GUILayout.Button("Reset scene setup from config..."))
|
||
|
{
|
||
|
currentInspectorObject.ResetSceneSetupToConfig();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[InitializeOnLoad]
|
||
|
public class ChildSceneLoader
|
||
|
{
|
||
|
static ChildSceneLoader()
|
||
|
{
|
||
|
EditorSceneManager.sceneOpened += OnSceneLoaded;
|
||
|
}
|
||
|
|
||
|
static void OnSceneLoaded(Scene _, OpenSceneMode mode)
|
||
|
{
|
||
|
if (mode != OpenSceneMode.Single || BuildPipeline.isBuildingPlayer) return; // try to load child scenes only for root scenes or if not building
|
||
|
|
||
|
var scenesToLoadObjects = GameObject.FindObjectsOfType<EditorChildSceneLoader>();
|
||
|
if (scenesToLoadObjects.Length > 1)
|
||
|
{
|
||
|
throw new Exception("Should only have one root scene at once loaded");
|
||
|
}
|
||
|
|
||
|
if (scenesToLoadObjects.Length == 0 || !scenesToLoadObjects[0].enabled) // only when we have a config and when that config is enabled
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
scenesToLoadObjects[0].ResetSceneSetupToConfig();
|
||
|
|
||
|
Debug.Log("Setup done for root scene and child scenes");
|
||
|
}
|
||
|
}
|
||
|
#endif
|