这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

186 行
4.0 KiB

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using SceneSelectorInternal;
using UnityEditor.SceneManagement;
using SceneType = GameSceneSO.GameSceneType;
public partial class SceneSelector : EditorWindow, IHasCustomMenu
{
private const string kPreferencesKey = "uop1.SceneSelector.Preferences";
private const int kItemContentLeftPadding = 32;
private static readonly GUIContent kOpenPreferencesItemContent = new GUIContent("Open Preferences");
private Styles _styles;
private Storage _storage;
private PreferencesWindow _preferencesWindow;
private Vector2 _windowScrollPosition;
private bool _hasEmptyItems;
private List<Item> items => _storage.items;
private Dictionary<string, Item> itemsMap => _storage.itemsMap;
[MenuItem("ChopChop/Scene Selector")]
private static void Open()
{
GetWindow<SceneSelector>();
}
private void OnEnable()
{
wantsMouseMove = true;
LoadStorage();
PopulateItems();
}
private void OnDisable()
{
if (_preferencesWindow != null)
_preferencesWindow.Close();
SaveStorage();
}
private void OnGUI()
{
EnsureStyles();
Helper.RepaintOnMouseMove(this);
RemoveEmptyItemsIfRequired();
DrawWindow();
}
private void DrawWindow()
{
using (var scrollScope = new EditorGUILayout.ScrollViewScope(_windowScrollPosition))
{
GUILayout.Space(4.0f);
DrawItems();
_windowScrollPosition = scrollScope.scrollPosition;
}
if (GUILayout.Button("Reset list"))
{
//Force deletion of the storage
_storage = new Storage();
EditorPrefs.SetString(kPreferencesKey, "");
OnEnable(); //search the project and populate the scene list again
}
}
private void DrawItems()
{
foreach (var item in items)
{
DrawItem(item);
}
}
private void DrawItem(Item item)
{
if (item.isVisible)
{
var gameSceneSO = item.gameSceneSO;
if (gameSceneSO != null)
{
if (GUILayout.Button(gameSceneSO.name, _styles.item))
{
Helper.OpenSceneSafe(gameSceneSO);
}
var colorMarkerRect = GUILayoutUtility.GetLastRect();
colorMarkerRect.width = colorMarkerRect.height;
colorMarkerRect.x += (_styles.item.padding.left - colorMarkerRect.width) * 0.5f;
Helper.DrawColorMarker(colorMarkerRect, item.color);
}
else
{
// In case GameSceneSO was removed (see RemoveEmptyItemsIfRequired)
_hasEmptyItems = true;
}
}
}
private void LoadStorage()
{
_storage = new Storage();
if (EditorPrefs.HasKey(kPreferencesKey))
{
var preferencesJSON = EditorPrefs.GetString(kPreferencesKey);
EditorJsonUtility.FromJsonOverwrite(preferencesJSON, _storage);
}
}
private void SaveStorage()
{
var preferencesJSON = EditorJsonUtility.ToJson(_storage);
EditorPrefs.SetString(kPreferencesKey, preferencesJSON);
}
private void PopulateItems()
{
var gameSceneSOs = new List<GameSceneSO>();
Helper.FindAssetsByType(gameSceneSOs);
foreach (var gameSceneSO in gameSceneSOs)
{
if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(gameSceneSO, out var guid, out long _))
{
if (itemsMap.TryGetValue(guid, out var item))
{
item.gameSceneSO = gameSceneSO;
}
else
{
item = new Item()
{
gameSceneSO = gameSceneSO,
guid = guid,
color = Helper.GetDefaultColor(gameSceneSO)
};
items.Add(item);
itemsMap.Add(guid, item);
}
}
}
}
private void RemoveEmptyItemsIfRequired()
{
if (_hasEmptyItems)
{
for (int i = items.Count - 1; i >= 0; --i)
{
var sceneItem = items[i];
if (sceneItem == null || sceneItem.gameSceneSO == null)
{
items.RemoveAt(i);
itemsMap.Remove(sceneItem.guid);
}
}
}
_hasEmptyItems = false;
}
private void EnsureStyles()
{
if (_styles == null)
{
_styles = new Styles();
_styles.item = "MenuItem";
_styles.item.padding.left = kItemContentLeftPadding;
}
}
private void OpenPreferences()
{
_preferencesWindow = PreferencesWindow.Open(this);
}
void IHasCustomMenu.AddItemsToMenu(GenericMenu menu)
{
menu.AddItem(kOpenPreferencesItemContent, false, OpenPreferences);
}
}