using UnityEngine; using UnityEditor; using UnityEngine.SceneManagement; using UnityEditor.SceneManagement; using UnityEditor.Callbacks; namespace GameplayIngredients.Editor { public class EditorSceneSetup : ScriptableObject { [MenuItem("File/Save Scene Setup As... #%&S", priority = 171)] static void SaveSetup() { string path = EditorUtility.SaveFilePanelInProject("Save EditorSceneSetup", "New EditorSceneSetup", "asset", "Save EditorSceneSetup?"); if(path != string.Empty) { EditorSceneSetup setup = GetCurrentSetup(); AssetDatabase.CreateAsset(setup, path); } } [OnOpenAsset] static bool OnOpenAsset(int instanceID, int line) { var obj = EditorUtility.InstanceIDToObject(instanceID); if(obj is EditorSceneSetup) { EditorSceneSetup setup = (EditorSceneSetup)obj; int active = setup.ActiveScene; try { EditorUtility.DisplayProgressBar("Loading Scenes", string.Format("Loading Scene Setup {0}....", setup.name), 1.0f); RestoreSetup(setup); } finally { EditorUtility.ClearProgressBar(); } return true; } return false; } [MenuItem("Assets/Create/Editor Scene Setup", priority = 200)] public static void CreateAsset() { AssetDatabase.CreateAsset(CreateInstance(), "Assets/New Editor Scene Setup.asset"); } public int ActiveScene; public EditorScene[] LoadedScenes; [System.Serializable] public struct EditorScene { public SceneAsset Scene; public bool Loaded; } public static EditorSceneSetup GetCurrentSetup() { var scenesetups = EditorSceneManager.GetSceneManagerSetup(); var editorSetup = CreateInstance(); int i = 0; editorSetup.LoadedScenes = new EditorScene[scenesetups.Length]; foreach(var setup in scenesetups) { if (setup.isActive) editorSetup.ActiveScene = i; editorSetup.LoadedScenes[i].Scene = AssetDatabase.LoadAssetAtPath(setup.path); editorSetup.LoadedScenes[i].Loaded = setup.isLoaded; i++; } return editorSetup; } public static void RestoreSetup(EditorSceneSetup editorSetup) { SceneSetup[] setups = new SceneSetup[editorSetup.LoadedScenes.Length]; for(int i = 0; i < setups.Length; i++) { setups[i] = new SceneSetup(); string path = AssetDatabase.GetAssetPath(editorSetup.LoadedScenes[i].Scene); setups[i].path = path; setups[i].isLoaded = editorSetup.LoadedScenes[i].Loaded; setups[i].isActive = (editorSetup.ActiveScene == i); } EditorSceneManager.RestoreSceneManagerSetup(setups); } } }