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.

166 lines
6.8 KiB
C#

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