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166 lines
6.8 KiB
C#
166 lines
6.8 KiB
C#
1 week ago
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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namespace Unity.BossRoom.Editor
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{
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/// <summary>
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/// Class that permits auto-loading a bootstrap scene when the editor switches play state. This class is
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/// initialized when Unity is opened and when scripts are recompiled. This is to be able to subscribe to
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/// EditorApplication's playModeStateChanged event, which is when we wish to open a new scene.
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/// </summary>
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/// <remarks>
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/// A critical edge case scenario regarding NetworkManager is accounted for here.
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/// A NetworkObject's GlobalObjectIdHash value is currently generated in OnValidate() which is invoked during a
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/// build and when the asset is loaded/viewed in the editor.
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/// If we were to manually open Bootstrap scene via EditorSceneManager.OpenScene(...) as the editor is exiting play
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/// mode, Bootstrap scene would be entering play mode within the editor prior to having loaded any assets, meaning
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/// NetworkManager itself has no entry within the AssetDatabase cache. As a result of this, any referenced Network
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/// Prefabs wouldn't have any entry either.
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/// To account for this necessary AssetDatabase step, whenever we're redirecting from a new scene, or a scene
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/// existing in our EditorBuildSettings, we forcefully stop the editor, open Bootstrap scene, and re-enter play
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/// mode. This provides the editor the chance to create AssetDatabase cache entries for the Network Prefabs assigned
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/// to the NetworkManager.
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/// If we are entering play mode directly from Bootstrap scene, no additional steps need to be taken and the scene
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/// is loaded normally.
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/// </remarks>
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[InitializeOnLoad]
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public class SceneBootstrapper
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{
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const string k_PreviousSceneKey = "PreviousScene";
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const string k_ShouldLoadBootstrapSceneKey = "LoadBootstrapScene";
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const string k_LoadBootstrapSceneOnPlay = "Boss Room/Load Bootstrap Scene On Play";
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const string k_DoNotLoadBootstrapSceneOnPlay = "Boss Room/Don't Load Bootstrap Scene On Play";
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const string k_TestRunnerSceneName = "InitTestScene";
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static bool s_RestartingToSwitchScene;
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static string BootstrapScene => EditorBuildSettings.scenes[0].path;
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// to track where to go back to
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static string PreviousScene
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{
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get => EditorPrefs.GetString(k_PreviousSceneKey);
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set => EditorPrefs.SetString(k_PreviousSceneKey, value);
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}
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static bool ShouldLoadBootstrapScene
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{
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get
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{
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if (!EditorPrefs.HasKey(k_ShouldLoadBootstrapSceneKey))
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{
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EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, true);
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}
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return EditorPrefs.GetBool(k_ShouldLoadBootstrapSceneKey, true);
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}
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set => EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, value);
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}
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static SceneBootstrapper()
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{
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EditorApplication.playModeStateChanged += EditorApplicationOnplayModeStateChanged;
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}
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[MenuItem(k_LoadBootstrapSceneOnPlay, true)]
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static bool ShowLoadBootstrapSceneOnPlay()
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{
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return !ShouldLoadBootstrapScene;
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}
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[MenuItem(k_LoadBootstrapSceneOnPlay)]
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static void EnableLoadBootstrapSceneOnPlay()
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{
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ShouldLoadBootstrapScene = true;
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}
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[MenuItem(k_DoNotLoadBootstrapSceneOnPlay, true)]
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static bool ShowDoNotLoadBootstrapSceneOnPlay()
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{
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return ShouldLoadBootstrapScene;
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}
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[MenuItem(k_DoNotLoadBootstrapSceneOnPlay)]
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static void DisableDoNotLoadBootstrapSceneOnPlay()
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{
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ShouldLoadBootstrapScene = false;
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}
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static void EditorApplicationOnplayModeStateChanged(PlayModeStateChange playModeStateChange)
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{
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if (IsTestRunnerActive())
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{
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return;
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}
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if (!ShouldLoadBootstrapScene)
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{
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return;
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}
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if (s_RestartingToSwitchScene)
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{
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if (playModeStateChange == PlayModeStateChange.EnteredPlayMode)
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{
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// for some reason there's multiple start and stops events happening while restarting the editor playmode. We're making sure to
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// set stoppingAndStarting only when we're done and we've entered playmode. This way we won't corrupt "activeScene" with the multiple
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// start and stop and will be able to return to the scene we were editing at first
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s_RestartingToSwitchScene = false;
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}
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return;
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}
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if (playModeStateChange == PlayModeStateChange.ExitingEditMode)
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{
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// cache previous scene so we return to this scene after play session, if possible
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PreviousScene = EditorSceneManager.GetActiveScene().path;
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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{
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// user either hit "Save" or "Don't Save"; open bootstrap scene
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if (!string.IsNullOrEmpty(BootstrapScene) &&
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System.Array.Exists(EditorBuildSettings.scenes, scene => scene.path == BootstrapScene))
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{
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var activeScene = EditorSceneManager.GetActiveScene();
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s_RestartingToSwitchScene = activeScene.path == string.Empty || !BootstrapScene.Contains(activeScene.path);
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// we only manually inject Bootstrap scene if we are in a blank empty scene,
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// or if the active scene is not already BootstrapScene
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if (s_RestartingToSwitchScene)
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{
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EditorApplication.isPlaying = false;
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// scene is included in build settings; open it
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EditorSceneManager.OpenScene(BootstrapScene);
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EditorApplication.isPlaying = true;
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}
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}
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}
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else
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{
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// user either hit "Cancel" or exited window; don't open bootstrap scene & return to editor
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EditorApplication.isPlaying = false;
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}
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}
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else if (playModeStateChange == PlayModeStateChange.EnteredEditMode)
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{
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if (!string.IsNullOrEmpty(PreviousScene))
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{
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EditorSceneManager.OpenScene(PreviousScene);
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}
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}
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}
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static bool IsTestRunnerActive()
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{
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return EditorSceneManager.GetActiveScene().name.StartsWith(k_TestRunnerSceneName);
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}
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}
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}
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